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30 行
1.0 KiB
30 行
1.0 KiB
#include "ShaderLibrary/Common.hlsl"
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Texture2D<float> _Source;
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RWTexture2D<float> _Result;
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SamplerState sampler_LinearClamp;
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CBUFFER_START(cb)
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float4 _Size;
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CBUFFER_END
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#pragma kernel KMain
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[numthreads(8, 8, 1)]
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void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
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{
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// Upper-left pixel coordinate of quad that this thread will read
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int2 threadUL = dispatchThreadId;
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// Downsample the block
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float2 offset = float2(threadUL);
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float p00 = _Source.SampleLevel(sampler_LinearClamp, (offset ) * _Size.zw, 0.0).x;
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float p10 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 0.0)) * _Size.zw, 0.0).x;
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float p01 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(0.0, 1.0)) * _Size.zw, 0.0).x;
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float p11 = _Source.SampleLevel(sampler_LinearClamp, (offset + float2(1.0, 1.0)) * _Size.zw, 0.0).x;
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float depth = min(min(min(p00, p01), p10), p11);
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// Write to the final target
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_Result[dispatchThreadId] = depth;
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}
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