您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
49 行
1.4 KiB
49 行
1.4 KiB
#include "ShaderLibrary/Common.hlsl"
|
|
#include "ShaderLibrary/BC6H.hlsl"
|
|
#include "ShaderLibrary/Sampling/Sampling.hlsl"
|
|
|
|
TextureCube<float4> _Source;
|
|
RWTexture2DArray<uint4> _Target;
|
|
int _MipIndex;
|
|
|
|
SAMPLER(s_point_clamp);
|
|
|
|
static const uint2 kOffsets[] =
|
|
{
|
|
uint2(0, 0), uint2(1, 0), uint2(2, 0), uint2(3, 0),
|
|
uint2(0, 1), uint2(1, 1), uint2(2, 1), uint2(3, 1),
|
|
uint2(0, 2), uint2(1, 2), uint2(2, 2), uint2(3, 2),
|
|
uint2(0, 3), uint2(1, 3), uint2(2, 3), uint2(3, 3),
|
|
};
|
|
|
|
#pragma kernel KEncodeFastCubemapMip
|
|
[numthreads(1, 1, 1)]
|
|
void KEncodeFastCubemapMip(uint3 groupId : SV_GroupID, uint3 groupThreadId : SV_GroupThreadID, uint3 dispatchThreadId : SV_DispatchThreadID)
|
|
{
|
|
uint width = 0;
|
|
uint height = 0;
|
|
_Source.GetDimensions(width, height);
|
|
int size = width >> _MipIndex;
|
|
|
|
// Load 4x4 pixel block
|
|
float3 texels[16];
|
|
|
|
uint2 topLeftSourceID = dispatchThreadId.xy << 2;
|
|
uint faceId = dispatchThreadId.z;
|
|
|
|
float2 nvc;
|
|
float3 dir;
|
|
for (uint i = 0u; i < 16; ++i)
|
|
{
|
|
nvc = CubemapTexelToNVC(topLeftSourceID + kOffsets[i], size);
|
|
dir = CubemapTexelToDirection(nvc, faceId);
|
|
texels[i] = SAMPLE_TEXTURECUBE_LOD(_Source, s_point_clamp, dir, _MipIndex).rgb;
|
|
}
|
|
|
|
uint4 block = uint4(0, 0, 0, 0);
|
|
float blockMSLE = 0;
|
|
|
|
EncodeMode11(block, blockMSLE, texels);
|
|
|
|
_Target[dispatchThreadId] = block;
|
|
}
|