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41 行
1.5 KiB
41 行
1.5 KiB
#include "CoreRP/ShaderLibrary/Common.hlsl"
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Texture2D<float> _Source;
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RWTexture2D<float> _Result;
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SamplerState sampler_PointClamp; //TODO: could we use min-sampler instead of using ALU?
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CBUFFER_START(cb)
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float4 _SrcSize;
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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) * 2.0f + 1.0f;
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#if defined(PLATFORM_SUPPORT_GATHER)
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float4 depths = GATHER_RED_TEXTURE2D(_Source, sampler_PointClamp, offset * _SrcSize.zw, 0.0);
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#else
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// Downsample the block
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float p00 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset) * _SrcSize.zw, 0.0).x;
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float p10 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(1.0, 0.0)) * _SrcSize.zw, 0.0).x;
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float p01 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(0.0, 1.0)) * _SrcSize.zw, 0.0).x;
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float p11 = SAMPLE_TEXTURE2D_LOD(_Source, sampler_PointClamp, (offset + float2(1.0, 1.0)) * _SrcSize.zw, 0.0).x;
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float4 depths = float4(p00, p10, p01, p11);
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#endif
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// Select the nearest sample
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#if UNITY_REVERSED_Z
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float minDepth = max(min(depths.x, depths.y), max(depths.z, depths.w));
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#else
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float minDepth = min(min(depths.x, depths.y), min(depths.z, depths.w));
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#endif
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// Write to the final target
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_Result[dispatchThreadId] = minDepth;
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}
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