103 lines
3.2 KiB
Plaintext
103 lines
3.2 KiB
Plaintext
Shader "Hidden/HDRP/DownsampleDepth"
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{
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HLSLINCLUDE
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#pragma target 4.5
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#pragma editor_sync_compilation
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#pragma multi_compile_local MIN_DOWNSAMPLE CHECKERBOARD_DOWNSAMPLE
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#pragma multi_compile_local _ OUTPUT_FIRST_MIP_OF_MIPCHAIN
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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float MinDepth(float4 depths)
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{
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#if UNITY_REVERSED_Z
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return Max3(depths.x, depths.y, max(depths.z, depths.w));
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#else
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return Min3(depths.x, depths.y, min(depths.z, depths.w));
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#endif
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}
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float MaxDepth(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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#ifdef OUTPUT_FIRST_MIP_OF_MIPCHAIN
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#ifdef SHADER_API_PSSL
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RW_TEXTURE2D_X(float, _OutputTexture) : register(u0);
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#else
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RW_TEXTURE2D_X(float, _OutputTexture) : register(u1);
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#endif
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float4 _DstOffset;
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#endif
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void Frag(Varyings input, out float outputDepth : SV_Depth)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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uint2 fullResUpperCorner = uint2(input.positionCS.xy * 2.0);
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float4 depths;
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depths.x = LoadCameraDepth(fullResUpperCorner);
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depths.y = LoadCameraDepth(fullResUpperCorner + uint2(0, 1));
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depths.z = LoadCameraDepth(fullResUpperCorner + uint2(1, 0));
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depths.w = LoadCameraDepth(fullResUpperCorner + uint2(1, 1));
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float minDepth = MinDepth(depths);
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#if MIN_DOWNSAMPLE
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outputDepth = minDepth;
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#elif CHECKERBOARD_DOWNSAMPLE
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outputDepth = (uint(input.positionCS.x + input.positionCS.y) & 1) > 0 ? minDepth : MaxDepth(depths);
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#endif
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#ifdef OUTPUT_FIRST_MIP_OF_MIPCHAIN
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_OutputTexture[COORD_TEXTURE2D_X(_DstOffset.xy + input.positionCS.xy)] = minDepth;
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#endif
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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ZWrite On Blend Off Cull Off ZTest Always
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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Fallback Off
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}
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