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44 行
1.4 KiB
44 行
1.4 KiB
#include "CoreRP/ShaderLibrary/Common.hlsl"
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#define DIRECTION_TOPRIGHT 0
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#define DIRECTION_TOP 1
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#define DIRECTION_RIGHT 2
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#pragma kernel KMainTopRight KERNEL_NAME=KMainTopRight DIRECTION=DIRECTION_TOPRIGHT
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#pragma kernel KMainTop KERNEL_NAME=KMainTop DIRECTION=DIRECTION_TOP
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#pragma kernel KMainRight KERNEL_NAME=KMainRight DIRECTION=DIRECTION_RIGHT
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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// ------------------------------------------------
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// Texture buffers
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// ------------------------------------------------
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RW_TEXTURE2D(float4, _InOutTexture);
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// ------------------------------------------------
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// Constant buffers
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// ------------------------------------------------
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CBUFFER_START(cb)
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int2 _RectOffset;
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CBUFFER_END
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// ------------------------------------------------
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// Kernel
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// ------------------------------------------------
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[numthreads(1, 1, 1)]
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void KERNEL_NAME(uint2 dispatchThreadId : SV_DispatchThreadID)
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{
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const int2 targetId = _RectOffset + dispatchThreadId;
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#if DIRECTION == DIRECTION_TOPRIGHT
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const int2 loadId = targetId - int2(1 + dispatchThreadId.x, 1 + dispatchThreadId.y);
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#elif DIRECTION == DIRECTION_TOP
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const int2 loadId = targetId - int2(0, 1 + dispatchThreadId.y);
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#elif DIRECTION == DIRECTION_RIGHT
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const int2 loadId = targetId - int2(1 + dispatchThreadId.x, 0);
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#endif
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_InOutTexture[targetId] = _InOutTexture[loadId];
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}
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