shifttab
Hello, I’m trying to follow a shader tutorial and do it in urho. The shader is a simple water shader where I need to know the depth of the water relative to objects behind it.
Scene Depth node’s description:
Provides access to the current Camera’s depth buffer using input UV, which is expected to be normalized screen coordinates.
Eye - Depth converted to eye space units
So in urho, is this equivalent to viewport’s depth buffer which is rendered to a texture?
Screen Position node:
Provides access to the mesh vertex or fragment’s Screen Position
Raw - This mode does not divide Screen Position by the clip space position W component. This is useful for projection.
I don’t know what to do for Screen Position.