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Description:
Z - common surface shader for compute z channel.
Sampling supported
Adjustable distance of far and near clip planes.
Output is B/W RGB or RGBA image.
Supported 8bit, 16bit and 32(float)bit for component.
Supported object with alpha channel, reflect and refract.
It is possible to invert Z.



Usage:
Shader assigned as common surface shader.
For parallel compute Z during main pass you may take advantage of buffer_writer shader.

Example:


Simple Z

Z with transparency

Z with reflection/refraction

Z with Split Color parameter

Red channel - main Z, Green channel - reflection Z

Blue channel - refraction Z

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If you find any bugs or you have any suggestions please mail me to puppet@rambler.ru