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@ -430,7 +430,7 @@ float4x4 NormalsWorldToViewspaceMatrix(){ |
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#endif |
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#endif |
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} |
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} |
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float2 ClampAndScaleUV(float2 UV) |
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FfxFloat32x2 ClampAndScaleUV_HDRP(FfxFloat32x2 UV) |
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{ |
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{ |
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#if defined(CACAO_BIND_CB_CACAO) |
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#if defined(CACAO_BIND_CB_CACAO) |
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return min(UV, 1.0f) * g_FFX_CACAO_RTHandleScale.xy; |
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return min(UV, 1.0f) * g_FFX_CACAO_RTHandleScale.xy; |
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@ -669,7 +669,7 @@ void FFX_CACAO_Apply_StoreOutput(FfxUInt32x2 coord, FfxFloat32 val) |
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FfxFloat32x4 FFX_CACAO_Prepare_SampleDepthOffsets(FfxFloat32x2 uv) |
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FfxFloat32x4 FFX_CACAO_Prepare_SampleDepthOffsets(FfxFloat32x2 uv) |
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{ |
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{ |
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return FFX_CACAO_Prepare_SampleDepthOffsets_Unity(ClampAndScaleUV(uv)); |
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return FFX_CACAO_Prepare_SampleDepthOffsets_Unity(ClampAndScaleUV_HDRP(uv)); |
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// #if defined CACAO_BIND_SRV_DEPTH_IN |
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// #if defined CACAO_BIND_SRV_DEPTH_IN |
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// FfxFloat32x4 samples; |
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// FfxFloat32x4 samples; |
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// samples.x = g_DepthIn.SampleLevel(g_PointClampSampler, uv, 0.0f, FfxInt32x2(0, 2)); |
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// samples.x = g_DepthIn.SampleLevel(g_PointClampSampler, uv, 0.0f, FfxInt32x2(0, 2)); |
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@ -684,7 +684,7 @@ FfxFloat32x4 FFX_CACAO_Prepare_SampleDepthOffsets(FfxFloat32x2 uv) |
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FfxFloat32x4 FFX_CACAO_Prepare_GatherDepth(FfxFloat32x2 uv) |
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FfxFloat32x4 FFX_CACAO_Prepare_GatherDepth(FfxFloat32x2 uv) |
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{ |
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{ |
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return FFX_CACAO_Prepare_GatherDepth_Unity(uv); |
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return FFX_CACAO_Prepare_GatherDepth_Unity(ClampAndScaleUV_HDRP(uv)); |
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// #if defined CACAO_BIND_SRV_DEPTH_IN |
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// #if defined CACAO_BIND_SRV_DEPTH_IN |
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// return g_DepthIn.GatherRed(g_PointClampSampler, uv); |
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// return g_DepthIn.GatherRed(g_PointClampSampler, uv); |
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// #else |
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// #else |
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@ -714,7 +714,7 @@ FfxFloat32 FFX_CACAO_Prepare_LoadDepthOffset(FfxUInt32x2 coord, FfxInt32x2 offse |
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FfxFloat32x4 FFX_CACAO_Prepare_GatherDepthOffset(FfxFloat32x2 uv, FfxInt32x2 offset) |
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FfxFloat32x4 FFX_CACAO_Prepare_GatherDepthOffset(FfxFloat32x2 uv, FfxInt32x2 offset) |
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{ |
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{ |
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return FFX_CACAO_Prepare_GatherDepthOffset_Unity(ClampAndScaleUV(uv), offset); |
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return FFX_CACAO_Prepare_GatherDepthOffset_Unity(ClampAndScaleUV_HDRP(uv), offset); |
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// #if defined CACAO_BIND_SRV_DEPTH_IN |
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// #if defined CACAO_BIND_SRV_DEPTH_IN |
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// return g_DepthIn.GatherRed(g_PointClampSampler, uv, offset); |
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// return g_DepthIn.GatherRed(g_PointClampSampler, uv, offset); |
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// #else |
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// #else |
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