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(wip) screen space tracing debug - using a RT instead of a StructuredBuffer for UAV target in pixel shader
/feature-ScreenSpaceProjection
(wip) screen space tracing debug - using a RT instead of a StructuredBuffer for UAV target in pixel shader
/feature-ScreenSpaceProjection
Frédéric Vauchelles
7 年前
当前提交
177273e3
共有 6 个文件被更改,包括 69 次插入 和 17 次删除
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15ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ScreenSpaceRaymarching.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
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15ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
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18ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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27ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs.custom.hlsl
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9ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs.custom.hlsl.meta
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#ifndef DEBUGDISPLAY_CS_CUSTOM_HLSL |
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#define DEBUGDISPLAY_CS_CUSTOM_HLSL |
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void PackScreenSpaceTracingDebug(ScreenSpaceTracingDebug input, out uint4 v01, out uint4 v02, out uint4 v03) |
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{ |
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v01 = uint4(input.startPositionSSX, input.startPositionSSY, input.cellSizeW, input.cellSizeH); |
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v02 = uint4(asuint(input.positionTXS.x), asuint(input.positionTXS.y), asuint(input.positionTXS.z), asuint(input.startLinearDepth)); |
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v03 = uint4(input.level, input.levelMax, input.iteration, input.iterationMax); |
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} |
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void UnpackScreenSpaceTracingDebug(uint4 v01, uint4 v02, uint4 v03, out ScreenSpaceTracingDebug input) |
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{ |
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input.startPositionSSX = v01.x; |
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input.startPositionSSY = v01.y; |
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input.cellSizeW = v01.z; |
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input.cellSizeH = v01.w; |
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input.positionTXS.x = asfloat(v02.x); |
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input.positionTXS.y = asfloat(v02.y); |
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input.positionTXS.z = asfloat(v02.z); |
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input.startLinearDepth = asfloat(v02.w); |
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input.level = v03.x; |
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input.levelMax = v03.y; |
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input.iteration = v03.z; |
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input.iterationMax = v03.w; |
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} |
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#endif |
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fileFormatVersion: 2 |
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guid: da3076e1b52b2864ab58a22646df0b26 |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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