Rasagar/Library/PackageCache/com.unity.postprocessing/PostProcessing/Shaders/Builtins/MultiScaleVODownsample1.compute
2024-09-27 20:27:46 +03:00

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//
// This is a modified version of the SSAO renderer from Microsoft's MiniEngine
// library. The copyright notice from the original version is included below.
//
// The original source code of MiniEngine is available on GitHub.
// https://github.com/Microsoft/DirectX-Graphics-Samples
//
//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
// Developed by Minigraph
//
// Author: James Stanard
//
#pragma warning(disable : 3568)
#pragma exclude_renderers gles gles3 d3d11_9x
#pragma kernel MultiScaleVODownsample1 main=MultiScaleVODownsample1
#pragma kernel MultiScaleVODownsample1_MSAA main=MultiScaleVODownsample1_MSAA MSAA
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
#ifdef MSAA
// Output textures
RWTexture2D<float2> DS4x;
RWTexture2DArray<float2> DS4xAtlas;
RWTexture2D<float2> LinearZ;
RWTexture2D<float2> DS2x;
RWTexture2DArray<float2> DS2xAtlas;
// Input textures
Texture2D<float4> Depth;
// Shared memory
groupshared float2 g_CacheW[256];
#else
// Output textures
RWTexture2D<float> DS4x;
RWTexture2DArray<float> DS4xAtlas;
RWTexture2D<float> LinearZ;
RWTexture2D<float> DS2x;
RWTexture2DArray<float> DS2xAtlas;
// Input textures
Texture2D<float> Depth;
// Shared memory
groupshared float g_CacheW[256];
#endif
CBUFFER_START(CB0)
float4 ZBufferParams;
CBUFFER_END
#ifdef MSAA
float2 Linearize(uint2 st)
{
float depthMin = Depth[st].y;
float depthMax = Depth[st].x;
float2 depth = float2(depthMin, depthMax);
float2 dist = 1.0 / (ZBufferParams.x * depth + ZBufferParams.y);
#ifdef UNITY_REVERSED_Z
if (depth.x == 0) dist.x = 1e5;
if (depth.y == 0) dist.y = 1e5;
#else
if (depth.x == 1) dist.x = 1e5;
if (depth.y == 1) dist.y = 1e5;
#endif
LinearZ[st] = dist;
return dist;
}
#else
float Linearize(uint2 st)
{
float depth = Depth[st];
float dist = 1.0 / (ZBufferParams.x * depth + ZBufferParams.y);
#ifdef UNITY_REVERSED_Z
if (depth == 0) dist = 1e5;
#else
if (depth == 1) dist = 1e5;
#endif
LinearZ[st] = dist;
return dist;
}
#endif
#ifdef DISABLE_COMPUTE_SHADERS
TRIVIAL_COMPUTE_KERNEL(main)
#else
[numthreads(8, 8, 1)]
void main(uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex, uint3 GTid : SV_GroupThreadID, uint3 DTid : SV_DispatchThreadID)
{
uint2 startST = Gid.xy << 4 | GTid.xy;
uint destIdx = GTid.y << 4 | GTid.x;
g_CacheW[destIdx + 0 ] = Linearize(startST | uint2(0, 0));
g_CacheW[destIdx + 8 ] = Linearize(startST | uint2(8, 0));
g_CacheW[destIdx + 128] = Linearize(startST | uint2(0, 8));
g_CacheW[destIdx + 136] = Linearize(startST | uint2(8, 8));
GroupMemoryBarrierWithGroupSync();
uint ldsIndex = (GTid.x << 1) | (GTid.y << 5);
#ifdef MSAA
float2 w1 = g_CacheW[ldsIndex];
#else
float w1 = g_CacheW[ldsIndex];
#endif
uint2 st = DTid.xy;
uint slice = ((st.x & 3) | (st.y << 2)) & 15;
DS2x[st] = w1;
DS2xAtlas[uint3(st >> 2, slice)] = w1;
if ((GI & 011) == 0)
{
st = DTid.xy >> 1;
slice = ((st.x & 3) | (st.y << 2)) & 15;
DS4x[st] = w1;
DS4xAtlas[uint3(st >> 2, slice)] = w1;
}
}
#endif