forked from BilalY/Rasagar
34 lines
708 B
HLSL
34 lines
708 B
HLSL
#ifndef _OCCLUSION_TEST_COMMON_H
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#define _OCCLUSION_TEST_COMMON_H
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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float FarthestDepth(float depthA, float depthB)
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{
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#if UNITY_REVERSED_Z
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return min(depthA, depthB);
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#else
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return max(depthA, depthB);
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#endif
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}
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float FarthestDepth(float4 depths)
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{
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#if UNITY_REVERSED_Z
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return Min3(depths.x, depths.y, min(depths.z, depths.w));
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#else
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return Max3(depths.x, depths.y, max(depths.z, depths.w));
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#endif
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}
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bool IsVisibleAfterOcclusion(float occluderDepth, float queryClosestDepth)
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{
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#if UNITY_REVERSED_Z
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return queryClosestDepth > occluderDepth;
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#else
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return queryClosestDepth < occluderDepth;
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#endif
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}
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#endif
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