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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma kernel KDepthDownsample8DualUav KERNEL_SIZE=8 KERNEL_NAME=KDepthDownsample8DualUav
RW_TEXTURE2D(float, _DepthMipChain);
CBUFFER_START(cb)
uint4 _SrcOffsetAndLimit; // {x, y, w - 1, h - 1}
uint4 _DstOffset; // {x, y, 0, 0}
CBUFFER_END
#if UNITY_REVERSED_Z
# define MIN_DEPTH(l, r) max(l, r)
#else
# define MIN_DEPTH(l, r) min(l, r)
#endif
// Downsample a depth texture by taking the min value of sampled pixels
// The size of the dispatch is (DstMipSize / KernelSize).
[numthreads(KERNEL_SIZE, KERNEL_SIZE, 1)]
void KERNEL_NAME(uint2 dispatchThreadId : SV_DispatchThreadID)
{
uint2 srcOffset = _SrcOffsetAndLimit.xy;
uint2 srcLimit = _SrcOffsetAndLimit.zw;
uint2 dstOffset = _DstOffset.xy;
// Upper-left pixel coordinate of quad that this thread will read
uint2 srcPixelUL = srcOffset + (dispatchThreadId << 1);
float p00 = _DepthMipChain[min(srcPixelUL + uint2(0u, 0u), srcLimit)];
float p10 = _DepthMipChain[min(srcPixelUL + uint2(1u, 0u), srcLimit)];
float p01 = _DepthMipChain[min(srcPixelUL + uint2(0u, 1u), srcLimit)];
float p11 = _DepthMipChain[min(srcPixelUL + uint2(1u, 1u), srcLimit)];
float4 depths = float4(p00, p10, p01, p11);
// Select the closest sample
float minDepth = MIN_DEPTH(MIN_DEPTH(depths.x, depths.y), MIN_DEPTH(depths.z, depths.w));
_DepthMipChain[dstOffset + dispatchThreadId] = minDepth;
}
#undef MIN_DEPTH