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51 行
1.4 KiB
51 行
1.4 KiB
#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "CoreRP/ShaderLibrary/BC6H.hlsl"
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#include "CoreRP/ShaderLibrary/Sampling/Sampling.hlsl"
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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TextureCube<float4> _Source;
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RWTexture2DArray<uint4> _Target;
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int _MipIndex;
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SAMPLER(s_point_clamp);
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static const uint2 kOffsets[] =
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{
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uint2(0, 0), uint2(1, 0), uint2(2, 0), uint2(3, 0),
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uint2(0, 1), uint2(1, 1), uint2(2, 1), uint2(3, 1),
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uint2(0, 2), uint2(1, 2), uint2(2, 2), uint2(3, 2),
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uint2(0, 3), uint2(1, 3), uint2(2, 3), uint2(3, 3),
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};
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#pragma kernel KEncodeFastCubemapMip
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[numthreads(1, 1, 1)]
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void KEncodeFastCubemapMip(uint3 groupId : SV_GroupID, uint3 groupThreadId : SV_GroupThreadID, uint3 dispatchThreadId : SV_DispatchThreadID)
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{
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uint width = 0;
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uint height = 0;
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_Source.GetDimensions(width, height);
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int size = width >> _MipIndex;
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// Load 4x4 pixel block
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float3 texels[16];
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uint2 topLeftSourceID = dispatchThreadId.xy << 2;
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uint faceId = dispatchThreadId.z;
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float2 nvc;
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float3 dir;
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for (uint i = 0u; i < 16; ++i)
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{
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nvc = CubemapTexelToNVC(topLeftSourceID + kOffsets[i], size);
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dir = CubemapTexelToDirection(nvc, faceId);
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texels[i] = SAMPLE_TEXTURECUBE_LOD(_Source, s_point_clamp, dir, _MipIndex).rgb;
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}
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uint4 block = uint4(0, 0, 0, 0);
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float blockMSLE = 0;
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EncodeMode11(block, blockMSLE, texels);
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_Target[dispatchThreadId] = block;
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}
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