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#include "ShaderLibrary/Common.hlsl"
Texture2D<float> _Source;
RWTexture2D<float> _Result;
SamplerState sampler_PointClamp; //TODO: could we use min-sampler instead of using ALU?
CBUFFER_START(cb)
float4 _SrcSize;
CBUFFER_END
#pragma kernel KMain
[numthreads(8, 8, 1)]
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
{
// Upper-left pixel coordinate of quad that this thread will read
int2 threadUL = dispatchThreadId;
// Downsample the block
float2 offset = float2(threadUL) * 2.0f + 1.0f;
float4 depths = _Source.GatherRed(sampler_PointClamp, offset * _SrcSize.zw, 0.0);
float minDepth = min(min(depths.x, depths.y), min(depths.z, depths.w));
// Write to the final target
_Result[dispatchThreadId] = minDepth;
}