I am trying to write a simple blur fragment shader that supports float NaN values, but it is giving me unexpected results on OpenGL. I use floating point textures and set the green channel to 1 if the pixel is NaN, otherwise set the red channel to the float value.
On DirectX, it works fine, but on OpenGL it returns black instead of the green I am expecting for NaN values. I tested on Ubuntu with a GTX 1060 and Windows 10 with a GTX 750
DirectX output, expected result:
OpenGL output, incorrect result:
CG code:
Shader "FX/DepthBlur_R"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float4 frag (v2f i) : SV_Target
{
float2 col = tex2D(_MainTex, i.uv).rg;
float2 up = tex2D(_MainTex, i.uv + fixed2(0, _MainTex_TexelSize.y)).rg;
float2 down = tex2D(_MainTex, i.uv - fixed2(0, _MainTex_TexelSize.y)).rg;
float2 left = tex2D(_MainTex, i.uv - fixed2(_MainTex_TexelSize.x, 0)).rg;
float2 right = tex2D(_MainTex, i.uv + fixed2(_MainTex_TexelSize.x, 0)).rg;
int count = 0;
float sides = 0;
if (up.g < 0.1) { sides += up.r; count++; }
if (down.g < 0.1) { sides += down.r; count++; }
if (left.g < 0.1) { sides += left.r; count++; }
if (right.g < 0.1) { sides += right.r; count++; }
sides = sides / count;
float4 ret;
if (count == 0 && col.g > 0.1) { // Nothing valid
ret = fixed4(0, 1, 0, 1);
}
else if (count == 0) { // Only col is valid
ret = float4(col.r, 0, 0, 1);
}
else if (col.g > 0.1) { // Only sides are valid
ret = float4(sides, 0, 0, 1);
}
else {
ret = float4(((col.r + sides) / 2), 0, 0, 1);
}
return ret;
}
ENDCG
}
}
}
The result is also strange when I switched to debug colors, see the comments in the else section:
if (count == 0 && col.g > 0.1) { // Nothing valid
return fixed4(1, 0, 0, 1);
}
else if (count == 0) { // Only col is valid
return fixed4(0, 1, 0, 1);
}
else if (col.g > 0.1) { // Only sides are valid
return fixed4(0, 0, 1, 1);
}
else {
//Uncommenting this line gives the expected result
return fixed4(0, 0, 0, 1);
//Uncommenting this line results in blue for the "Nothing valid" section
//return float4(0, 0, 0, ((col.r + sides) / 2));
}
Somehow switching count
from an int to a float fixed the issue. Does anyone know what might be happening to cause it?