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6 年前
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共有 183 个文件被更改,包括 6185 次插入 和 4472 次删除
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998TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1101_Unlit.png
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6TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1101_Unlit.png.meta
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999TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1102_Unlit_Distortion.png
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17TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1102_Unlit_Distortion.png.meta
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998TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1103_Unlit_Distortion_DepthTest.png
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6TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1103_Unlit_Distortion_DepthTest.png.meta
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999TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1205_Lit_Transparent_Refraction.png
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6TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1205_Lit_Transparent_Refraction.png.meta
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998TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1206_Lit_Transparent_Distortion.png
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6TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1206_Lit_Transparent_Distortion.png.meta
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3TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
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3TestProjects/LWGraphicsTest/ProjectSettings/EditorBuildSettings.asset
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31com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Common.hlsl
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57com.unity.render-pipelines.core/CoreRP/ShaderLibrary/UnityInstancing.hlsl
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6com.unity.render-pipelines.core/CoreRP/Textures/DepthBits.cs
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9com.unity.render-pipelines.high-definition/CHANGELOG.md
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4com.unity.render-pipelines.high-definition/HDRP/Camera/HDCameraFrameHistoryType.cs
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21com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs
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1com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.hlsl
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15com.unity.render-pipelines.high-definition/HDRP/Debug/MipMapDebug.cs
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13com.unity.render-pipelines.high-definition/HDRP/Debug/MipMapDebug.cs.hlsl
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60com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Lit/LitShaderPreprocessor.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/UpgradeMenuItem.cs
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1com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs
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7com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalProjectorComponent.cs
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83com.unity.render-pipelines.high-definition/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs
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2com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDCustomSamplerId.cs
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120com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
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2com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipelineAsset.cs
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6com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDStringConstants.cs
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9com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/ApplyDistorsion.compute
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58com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/ColorPyramid.compute
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62com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DepthPyramid.compute
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
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1com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassVelocity.hlsl
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11com.unity.render-pipelines.high-definition/HDRP/ShaderPass/VertMesh.hlsl
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19com.unity.render-pipelines.lightweight/CHANGELOG.md
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56com.unity.render-pipelines.lightweight/LWRP/DefaultRendererSetup.cs
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18com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightRenderPipelineLightEditor.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterDepthPrePass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePostProcess.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterRender.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterSkyboxPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterTransparentPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/IRendererSetup.cs
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91com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
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91com.unity.render-pipelines.lightweight/LWRP/LightweightPipelineCore.cs
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4com.unity.render-pipelines.lightweight/LWRP/LightweightShadowUtils.cs
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2com.unity.render-pipelines.lightweight/LWRP/MaterialHandles.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/BeginXRRenderingPass.cs
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16com.unity.render-pipelines.lightweight/LWRP/Passes/CopyColorPass.cs
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14com.unity.render-pipelines.lightweight/LWRP/Passes/CopyDepthPass.cs
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13com.unity.render-pipelines.lightweight/LWRP/Passes/CreateLightweightRenderTexturesPass.cs
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10com.unity.render-pipelines.lightweight/LWRP/Passes/DepthOnlyPass.cs
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23com.unity.render-pipelines.lightweight/LWRP/Passes/DirectionalShadowsPass.cs
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19com.unity.render-pipelines.lightweight/LWRP/Passes/DrawSkyboxPass.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/EndXRRenderingPass.cs
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8com.unity.render-pipelines.lightweight/LWRP/Passes/FinalBlitPass.cs
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31com.unity.render-pipelines.lightweight/LWRP/Passes/LocalShadowsPass.cs
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11com.unity.render-pipelines.lightweight/LWRP/Passes/OpaquePostProcessPass.cs
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48com.unity.render-pipelines.lightweight/LWRP/Passes/RenderOpaqueForwardPass.cs
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42com.unity.render-pipelines.lightweight/LWRP/Passes/RenderTransparentForwardPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/Passes/SceneViewDepthCopy.cs
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18com.unity.render-pipelines.lightweight/LWRP/Passes/ScreenSpaceShadowResolvePass.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/ScriptableRenderPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/Passes/SetupForwardRenderingPass.cs
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120com.unity.render-pipelines.lightweight/LWRP/Passes/SetupLightweightConstanstPass.cs
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12com.unity.render-pipelines.lightweight/LWRP/Passes/TransparentPostProcessPass.cs
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15com.unity.render-pipelines.lightweight/LWRP/RenderTargetHandle.cs
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2com.unity.render-pipelines.lightweight/LWRP/RenderTargetHandles.cs
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2com.unity.render-pipelines.lightweight/LWRP/SampleCount.cs
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2com.unity.render-pipelines.lightweight/LWRP/SceneViewDrawMode.cs
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214com.unity.render-pipelines.lightweight/LWRP/ScriptableRenderer.cs
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3com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Input.hlsl
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43com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Lighting.hlsl
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2com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl
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174com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl
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28com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader
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6com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainAddPass.shader
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37com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader
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157com.unity.shadergraph/CHANGELOG.md
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8com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs
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9com.unity.shadergraph/Editor/Data/Graphs/VectorShaderProperty.cs
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9com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs
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999com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/053_UnlitShader.png
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999com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/053_UnlitShader.png
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4com.unity.testing.srp.lightweight/Tests/Scenes/035_Shader_TerrainShaders.unity
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10com.unity.testing.srp.lightweight/Tests/Scenes/035_Shader_TerrainShaders/New Terrain.asset
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8com.unity.testing.srp.lightweight/Tests/Scenes/035_Shader_TerrainShaders/Terrain.mat
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12com.unity.testing.srp.lightweight/Tests/Scenes/045_CustomLWPipe/CustomLWPipe.cs
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23com.unity.testing.srp.lightweight/Tests/Scenes/052_LWCallbacks/CameraCallbackTests.cs
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit.meta
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539TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit.unity
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit.unity.meta
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1001TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1601_TerrainLit.png
998
TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1101_Unlit.png
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999
TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1102_Unlit_Distortion.png
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998
TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1103_Unlit_Distortion_DepthTest.png
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999
TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1205_Lit_Transparent_Refraction.png
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998
TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1206_Lit_Transparent_Distortion.png
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using UnityEngine.Serialization; |
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DepthPyramid, |
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ColorPyramid, |
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VolumetricLighting, |
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Count |
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} |
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#include "CoreRP/ShaderLibrary/Common.hlsl" |
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// ------------------------------------------------ |
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// Algorithm |
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// ------------------------------------------------ |
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// Downsample a depth texture by taking min value of sampled pixels |
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// ------------------------------------------------ |
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// Variants |
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// ------------------------------------------------ |
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#pragma kernel KDepthDownSample8 KERNEL_SIZE=8 KERNEL_NAME=KDepthDownSample8 |
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#pragma kernel KDepthDownSample1 KERNEL_SIZE=1 KERNEL_NAME=KDepthDownSample1 |
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// ------------------------------------------------ |
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// Texture buffers |
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// ------------------------------------------------ |
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#pragma kernel KDepthDownsample8DualUav KERNEL_SIZE=8 KERNEL_NAME=KDepthDownsample8DualUav |
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Texture2D<float2> _Source; |
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RW_TEXTURE2D(float2, _Result); |
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SamplerState sampler_PointClamp; //TODO: could we use min-sampler instead of using ALU? |
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RW_TEXTURE2D(float, _Destination); |
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RW_TEXTURE2D(float, _Source); |
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// ------------------------------------------------ |
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// Constant buffers |
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// ------------------------------------------------ |
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float4 _SrcSize; |
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int2 _RectOffset; // Offset in source texture |
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float4 _Size; // x: src width, y: src height, zw: unused |
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// ------------------------------------------------ |
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// Kernel |
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// ------------------------------------------------ |
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# define MAX_DEPTH(l, r) min(l, r) |
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# define MAX_DEPTH(l, r) max(l, r) |
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// Downsample a depth texture by taking the min value of sampled pixels |
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// The size of the dispatch is (DstMipSize / KernelSize). |
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void KERNEL_NAME(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID) |
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void KERNEL_NAME(uint2 dispatchThreadId : SV_DispatchThreadID) |
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uint2 srcPixelUL = _RectOffset + (dispatchThreadId << 1); |
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// Offset by 0.5 so sampling get the proper pixels |
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float2 offset = float2(srcPixelUL) + 0.5; |
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uint2 srcPixelUL = dispatchThreadId << 1; |
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#if defined(PLATFORM_SUPPORT_GATHER) |
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float4 depths = GATHER_RED_TEXTURE2D(_Source, sampler_PointClamp, offset * _SrcSize.zw).wzxy; |
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#else |
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float p00 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset) * _SrcSize.zw, 0.0).x; |
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float p10 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(1.0, 0.0)) * _SrcSize.zw, 0.0).x; |
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float p01 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(0.0, 1.0)) * _SrcSize.zw, 0.0).x; |
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float p11 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(1.0, 1.0)) * _SrcSize.zw, 0.0).x; |
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// '_Source' and '_Destination' are two different MIP levels of the same texture. |
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// TODO: Use Gather here instead of 4 loads |
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uint2 size = uint2(_Size.xy) - 1u; |
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float p00 = _Source[min(srcPixelUL + uint2(0u, 0u), size)]; |
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float p10 = _Source[min(srcPixelUL + uint2(1u, 0u), size)]; |
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float p01 = _Source[min(srcPixelUL + uint2(0u, 1u), size)]; |
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float p11 = _Source[min(srcPixelUL + uint2(1u, 1u), size)]; |
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#endif |
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float maxDepth = MAX_DEPTH(MAX_DEPTH(depths.x, depths.y), MAX_DEPTH(depths.z, depths.w)); |
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uint2 dstPixel = (_RectOffset >> 1) + dispatchThreadId; |
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_Result[dstPixel] = float2(minDepth, maxDepth); |
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_Destination[dispatchThreadId] = minDepth; |
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#undef MAX_DEPTH |
999
com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/053_UnlitShader.png
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999
com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/053_UnlitShader.png
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10
com.unity.testing.srp.lightweight/Tests/Scenes/035_Shader_TerrainShaders/New Terrain.asset
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