50 lines
1.6 KiB
Plaintext
50 lines
1.6 KiB
Plaintext
#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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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl"
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma kernel KMain
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TEXTURE2D_X(_InputTexture);
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RW_TEXTURE2D_X(float4, _OutputTexture);
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// min-max tile size
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#define TILE_RES 8u
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#define GROUP_RES 8u
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#define GROUP_SIZE (GROUP_RES * GROUP_RES)
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void DilateTile(inout float4 tileInfo, float4 tile)
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{
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// far field
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tileInfo.x = tileInfo.x;
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tileInfo.y = max(tileInfo.y, tile.y);
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// near field
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tileInfo.z = tileInfo.z;
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tileInfo.w = min(tileInfo.w, tile.w);
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}
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[numthreads(GROUP_RES, GROUP_RES, 1)]
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void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
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{
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UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
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float4 tileInfo = _InputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)];
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int2 startIndex = max((int2)dispatchThreadId.xy - int2(1, 1), int2(0, 0));
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int2 endIndex = min((int2)dispatchThreadId.xy + int2(1, 1), _ScreenSize.xy / TILE_RES - int2(1, 1));
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for (int i = startIndex.x; i <= endIndex.x; i++)
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{
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for (int j = startIndex.y; j <= endIndex.y; j++)
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{
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float4 tile = LOAD_TEXTURE2D_X(_InputTexture, int2(i, j));
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DilateTile(tileInfo, tile);
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}
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}
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_OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = tileInfo;
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}
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