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#pragma kernel TileLightListGen_NoDepthRT |
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#pragma kernel TileLightListGen_DepthRT ENABLE_DEPTH_TEXTURE_BACKPLANE |
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#pragma kernel TileLightListGen_DepthRT_MSAA ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED |
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#pragma kernel TileLightListGen_NoDepthRT LIGHTLISTGEN=TileLightListGen_NoDepthRT |
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#pragma kernel TileLightListGen_DepthRT LIGHTLISTGEN=TileLightListGen_DepthRT ENABLE_DEPTH_TEXTURE_BACKPLANE |
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#pragma kernel TileLightListGen_DepthRT_MSAA LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED |
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#include "..\common\ShaderBase.h" |
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#include "LightDefinitions.cs.hlsl" |
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[numthreads(NR_THREADS, 1, 1)] |
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void TileLightListGen(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) |
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void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) |
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{ |
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uint2 tileIDX = u3GroupID.xy; |
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uint t=threadID; |
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