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Optimized Depth Pyramid Generation with Gather

/feature-ReflectionProbeFit
runes 7 年前
当前提交
da5e6aa6
共有 2 个文件被更改,包括 29 次插入31 次删除
  1. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 55
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DepthDownsample.compute

5
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine.Rendering;
using System;
using System.Diagnostics;

var mipSize = size;
for (int i = 0; i < lodCount; i++)
{
int srcMipSize = mipSize;
mipSize >>= 1;
cmd.ReleaseTemporaryRT(HDShaderIDs._DepthPyramidMips[i + 1]);

cmd.SetComputeVectorParam(m_DepthPyramidCS, "_Size", new Vector4(mipSize, mipSize, 1f / mipSize, 1f / mipSize));
cmd.SetComputeVectorParam(m_DepthPyramidCS, "_SrcSize", new Vector4(srcMipSize, srcMipSize, 1f / srcMipSize, 1f / srcMipSize));
cmd.DispatchCompute(m_DepthPyramidCS, m_DepthPyramidKernel, mipSize / 8, mipSize / 8, 1);
cmd.CopyTexture(HDShaderIDs._DepthPyramidMips[i + 1], 0, 0, m_DepthPyramidBufferRT, 0, i + 1);
}

55
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DepthDownsample.compute


#include "ShaderLibrary/Common.hlsl"
Texture2D<float> _Source;
RWTexture2D<float> _Result;
SamplerState sampler_LinearClamp;
CBUFFER_START(cb)
float4 _Size;
CBUFFER_END
#pragma kernel KMain
[numthreads(8, 8, 1)]
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
{
// Upper-left pixel coordinate of quad that this thread will read
int2 threadUL = dispatchThreadId;
// Downsample the block
float2 offset = float2(threadUL);
float p00 = _Source.SampleLevel(sampler_LinearClamp, (offset ) * _Size.zw, 0.0).x;
float p10 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 0.0)) * _Size.zw, 0.0).x;
float p01 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(0.0, 1.0)) * _Size.zw, 0.0).x;
float p11 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 1.0)) * _Size.zw, 0.0).x;
float depth = min(min(min(p00, p01), p10), p11);
// Write to the final target
_Result[dispatchThreadId] = depth;
#include "ShaderLibrary/Common.hlsl"
Texture2D<float> _Source;
RWTexture2D<float> _Result;
SamplerState sampler_PointClamp; //TODO: could we use min-sampler instead of using ALU?
CBUFFER_START(cb)
float4 _SrcSize;
CBUFFER_END
#pragma kernel KMain
[numthreads(8, 8, 1)]
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
{
// Upper-left pixel coordinate of quad that this thread will read
int2 threadUL = dispatchThreadId;
// Downsample the block
float2 offset = float2(threadUL) * 2.0f + 1.0f;
float4 depths = _Source.GatherRed(sampler_PointClamp, offset * _SrcSize.zw, 0.0);
float minDepth = min(min(depths.x, depths.y), min(depths.z, depths.w));
// Write to the final target
_Result[dispatchThreadId] = minDepth;
}
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