forked from BilalY/Rasagar
42 lines
1.4 KiB
C#
42 lines
1.4 KiB
C#
using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.Universal
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{
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[BurstCompile]
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struct ReflectionProbeMinMaxZJob : IJobFor
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{
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public Fixed2<float4x4> worldToViews;
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[ReadOnly]
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public NativeArray<VisibleReflectionProbe> reflectionProbes;
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public NativeArray<float2> minMaxZs;
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public void Execute(int index)
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{
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var minMax = math.float2(float.MaxValue, float.MinValue);
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var reflectionProbeIndex = index % reflectionProbes.Length;
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var reflectionProbe = reflectionProbes[reflectionProbeIndex];
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var viewIndex = index / reflectionProbes.Length;
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var worldToView = worldToViews[viewIndex];
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var centerWS = (float3)reflectionProbe.bounds.center;
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var extentsWS = (float3)reflectionProbe.bounds.extents;
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for (var i = 0; i < 8; i++)
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{
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// Convert index to x, y, and z in [-1, 1]
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var x = ((i << 1) & 2) - 1;
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var y = (i & 2) - 1;
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var z = ((i >> 1) & 2) - 1;
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var cornerVS = math.mul(worldToView, math.float4(centerWS + extentsWS * math.float3(x, y, z), 1));
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cornerVS.z *= -1;
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minMax.x = math.min(minMax.x, cornerVS.z);
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minMax.y = math.max(minMax.y, cornerVS.z);
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}
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minMaxZs[index] = minMax;
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}
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}
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}
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