#include "CoreRP/ShaderLibrary/Common.hlsl" #pragma kernel KMain_8 KERNEL_SIZE=8 KERNEL_NAME=KMain_8 #pragma kernel KMain_1 KERNEL_SIZE=1 KERNEL_NAME=KMain_1 Texture2D _Source; RWTexture2D _Result; SamplerState sampler_PointClamp; //TODO: could we use min-sampler instead of using ALU? CBUFFER_START(cb) float4 _SrcSize; CBUFFER_END [numthreads(KERNEL_SIZE, KERNEL_SIZE, 1)] void KERNEL_NAME(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; #if defined(PLATFORM_SUPPORT_GATHER) float4 depths = GATHER_RED_TEXTURE2D(_Source, sampler_PointClamp, offset * _SrcSize.zw, 0.0); #else // Downsample the block float p00 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset) * _SrcSize.zw, 0.0).x; float p10 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(1.0, 0.0)) * _SrcSize.zw, 0.0).x; float p01 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(0.0, 1.0)) * _SrcSize.zw, 0.0).x; float p11 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(1.0, 1.0)) * _SrcSize.zw, 0.0).x; float4 depths = float4(p00, p10, p01, p11); #endif // 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; }