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37 行
1.4 KiB
37 行
1.4 KiB
#pragma kernel BuildDispatchIndirect
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#include "ShaderLibrary/Common.hlsl"
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#include "LightLoop.cs.hlsl"
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#include "../../ShaderVariables.hlsl"
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
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#include "../../Material/Material.hlsl" // This includes Material.hlsl
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RWBuffer<uint> g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer
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RWStructuredBuffer<uint> g_TileList;
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StructuredBuffer<uint> g_TileFeatureFlags;
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uniform uint g_NumTiles;
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uniform uint g_NumTilesX;
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[numthreads(64, 1, 1)]
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void BuildDispatchIndirect(uint dispatchThreadId : SV_DispatchThreadID)
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{
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if (dispatchThreadId >= g_NumTiles)
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return;
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uint featureFlags = g_TileFeatureFlags[dispatchThreadId];
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uint tileY = (dispatchThreadId + 0.5f) / (float)g_NumTilesX; // Integer division is extremely expensive, so we better avoid it
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uint tileX = dispatchThreadId - tileY * g_NumTilesX;
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// Check if there is no material (means it is a sky/background pixel).
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// Note that we can have no lights, yet we still need to render geometry with precomputed illumination.
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if ((featureFlags & MATERIAL_FEATURE_MASK_FLAGS) != 0)
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{
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uint variant = FeatureFlagsToTileVariant(featureFlags);
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uint offset;
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InterlockedAdd(g_DispatchIndirectBuffer[variant * 3 + 0], 1, offset);
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g_TileList[variant * g_NumTiles + offset] = (tileY << 16) | tileX;
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}
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}
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