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#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../Material/Builtin/BuiltinData.hlsl"
TEXTURE2D(_DepthTexture);
TEXTURE2D(_DistortionTexture);
TEXTURE2D(_DistortionDepthTexture);
TEXTURE2D(_GaussianPyramidColorTexture);
RW_TEXTURE2D(float4, _CameraColorTexture);
SamplerState sampler_GaussianPyramidColorTexture;
CBUFFER_START(cb)
float4 _Size;
float4 _GaussianPyramidColorMipSize;
CBUFFER_END
#pragma kernel KMain
[numthreads(8, 8, 1)]
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
{
// We use a bias when fetching distortion source pixels
// This avoid artifacts when a distortion is overlapped by an opaque object
const float _FetchBias = 0.9;
// Get distortion values
float4 encodedDistortion = LOAD_TEXTURE2D(_DistortionTexture, dispatchThreadId);
float depthRaw = LOAD_TEXTURE2D(_DistortionDepthTexture, dispatchThreadId).r;
float2 distortion;
float2 distortionBlur;
DecodeDistortion(encodedDistortion, distortion, distortionBlur);
uint2 distortedEncodedDistortionId = dispatchThreadId + int2(distortion);
float2 distordedDistortion;
float2 distordedDistortionBlur;
float4 encodedDistordedDistortion = LOAD_TEXTURE2D(_DistortionTexture, distortedEncodedDistortionId);
float distordedDepthRaw = LOAD_TEXTURE2D(_DepthTexture, distortedEncodedDistortionId).r;
DecodeDistortion(encodedDistordedDistortion, distordedDistortion, distordedDistortionBlur);
if (distordedDepthRaw > depthRaw)
return;
// Get source pixel for distortion
float2 distordedUV = float2(dispatchThreadId + int2(distortion * _FetchBias)) * _Size.zw;
float mip = (_GaussianPyramidColorMipSize.z - 1) * clamp(distortionBlur.x, 0.0, 1.0);
float4 sampled = SAMPLE_TEXTURE2D_LOD(_GaussianPyramidColorTexture, sampler_GaussianPyramidColorTexture, distordedUV, mip);
_CameraColorTexture[dispatchThreadId] = sampled;
}