#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl" #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma kernel KMainCoCMinMax TEXTURE2D_X(_InputTexture); // output texture with min / max tiles RW_TEXTURE2D_X(float4, _OutputTexture); // min-max tile size #define TILE_RES 8u #define GROUP_RES 8u #define GROUP_SIZE (GROUP_RES * GROUP_RES) float4 InitMinMaxTile() { // x: min far coc // y: max far coc // z: min near coc // w: max near coc const float bigNumber = 1000; // should be small enough to fit in fp16 return float4(bigNumber, 0, -bigNumber, 0); } void UpdateMinMaxTile(inout float4 tile, float CoC) { if (CoC >= 0) { tile.x = min(tile.x, CoC); tile.y = max(tile.y, CoC); } else { tile.z = max(tile.z, CoC); tile.w = min(tile.w, CoC); } } [numthreads(GROUP_RES, GROUP_RES, 1)] void KMainCoCMinMax(uint3 dispatchThreadId : SV_DispatchThreadID) { UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); float4 minMaxTile = InitMinMaxTile(); for (uint j = 0; j < TILE_RES; j++) { for (uint i = 0; i < TILE_RES; i++) { uint2 tiledCoords = dispatchThreadId.xy * TILE_RES + uint2(i, j); tiledCoords = min(tiledCoords, _ScreenSize.xy - uint2(1, 1)); float CoC = _InputTexture[COORD_TEXTURE2D_X(tiledCoords)].x; UpdateMinMaxTile(minMaxTile, CoC); } } _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = minMaxTile; }