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
44 行
1.5 KiB
44 行
1.5 KiB
#include "CoreRP/ShaderLibrary/Common.hlsl"
|
|
|
|
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
|
|
|
|
#pragma kernel KDepthDownsample8DualUav KERNEL_SIZE=8 KERNEL_NAME=KDepthDownsample8DualUav
|
|
|
|
RW_TEXTURE2D(float, _Destination);
|
|
RW_TEXTURE2D(float, _Source);
|
|
|
|
CBUFFER_START(cb)
|
|
float4 _Size; // x: src width, y: src height, zw: unused
|
|
CBUFFER_END
|
|
|
|
#if UNITY_REVERSED_Z
|
|
# define MIN_DEPTH(l, r) max(l, r)
|
|
#else
|
|
# define MIN_DEPTH(l, r) min(l, r)
|
|
#endif
|
|
|
|
// Downsample a depth texture by taking the min value of sampled pixels
|
|
// The size of the dispatch is (DstMipSize / KernelSize).
|
|
[numthreads(KERNEL_SIZE, KERNEL_SIZE, 1)]
|
|
void KERNEL_NAME(uint2 dispatchThreadId : SV_DispatchThreadID)
|
|
{
|
|
// Upper-left pixel coordinate of quad that this thread will read
|
|
uint2 srcPixelUL = dispatchThreadId << 1;
|
|
|
|
// '_Source' and '_Destination' are two different MIP levels of the same texture.
|
|
// TODO: Use Gather here instead of 4 loads
|
|
uint2 size = uint2(_Size.xy) - 1u;
|
|
float p00 = _Source[min(srcPixelUL + uint2(0u, 0u), size)];
|
|
float p10 = _Source[min(srcPixelUL + uint2(1u, 0u), size)];
|
|
float p01 = _Source[min(srcPixelUL + uint2(0u, 1u), size)];
|
|
float p11 = _Source[min(srcPixelUL + uint2(1u, 1u), size)];
|
|
float4 depths = float4(p00, p10, p01, p11);
|
|
|
|
// Select the nearest sample
|
|
float minDepth = MIN_DEPTH(MIN_DEPTH(depths.x, depths.y), MIN_DEPTH(depths.z, depths.w));
|
|
|
|
// Write to the final target
|
|
_Destination[dispatchThreadId] = minDepth;
|
|
}
|
|
|
|
#undef MIN_DEPTH
|