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Depth to World Position

Hi,

In a post process material, what would be the best way to get the World Position of a pixel rendered in the CustomDepth GBuffer?

I tried CameraPosition - (CameraVector * CustomDepth.r), but the result is obviously wrong.

Thanks.

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asked Apr 22 '15 at 02:25 PM in Rendering

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pylb
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That doesn't seem far off. You probably just need to divide the CustomDepth value by the dotproduct of cameravector and cameraforwardvector.

Remember that depth is actually from an orthographic perspective, whereas real distance is shaped like a circle around the camera (ie, the side of the frame actually is further from the camera for a given 'depth').

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answered Apr 22 '15 at 04:17 PM

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RyanB STAFF
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avatar image pylb Apr 22 '15 at 04:38 PM

Thanks! That was exactly it.

For others who might be interested in the answer, the code I'm using is:

WorldPosition = CameraPosition + CameraVector * CustomDepth.r / dot(CameraVector, CameraDirectionVector)

avatar image duke22 Jan 25 '18 at 09:42 PM

Excuse me for being a muppet, but what's the difference between CameraVector and CameraDirectionVector?

avatar image Deathrey Jan 25 '18 at 10:28 PM

Camera vector is a vector, that points from pixel to camera position. CameraDirectionVector, is a vector, that corresponds to direction, where camera is pointing in worldspace.

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