#include "CoreRP/ShaderLibrary/Common.hlsl" Texture2D _Source; RWTexture2D _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); // Select the nearest sample #if UNITY_REVERSED_Z float minDepth = max(min(depths.x, depths.y), max(depths.z, depths.w)); #else float minDepth = min(min(depths.x, depths.y), min(depths.z, depths.w)); #endif // Write to the final target _Result[dispatchThreadId] = minDepth; }