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76 lines
2.1 KiB
76 lines
2.1 KiB
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch webgpu
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//#pragma enable_d3d11_debug_symbols
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#pragma kernel BlendScenarios
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#pragma multi_compile _ PROBE_VOLUMES_L2
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#include "Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBlendStates.hlsl"
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Texture3D<float4> _State0_L0_L1Rx;
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Texture3D<float4> _State0_L1G_L1Ry;
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Texture3D<float4> _State0_L1B_L1Rz;
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Texture3D<float4> _State1_L0_L1Rx;
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Texture3D<float4> _State1_L1G_L1Ry;
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Texture3D<float4> _State1_L1B_L1Rz;
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RWTexture3D<float4> _Out_L0_L1Rx;
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RWTexture3D<float4> _Out_L1G_L1Ry;
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RWTexture3D<float4> _Out_L1B_L1Rz;
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#ifdef PROBE_VOLUMES_L2
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Texture3D<float4> _State0_L2_0;
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Texture3D<float4> _State0_L2_1;
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Texture3D<float4> _State0_L2_2;
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Texture3D<float4> _State0_L2_3;
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Texture3D<float4> _State1_L2_0;
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Texture3D<float4> _State1_L2_1;
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Texture3D<float4> _State1_L2_2;
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Texture3D<float4> _State1_L2_3;
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RWTexture3D<float4> _Out_L2_0;
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RWTexture3D<float4> _Out_L2_1;
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RWTexture3D<float4> _Out_L2_2;
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RWTexture3D<float4> _Out_L2_3;
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#endif
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float4 _ChunkList[1000];
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float4 _PoolDim_LerpFactor;
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#define _DstPoolDim _PoolDim_LerpFactor.xy
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#define _LerpFactor _PoolDim_LerpFactor.z
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uint3 IndexToChunk(uint index, float2 poolSize)
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{
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uint coordZ = index / (poolSize.x*poolSize.y);
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uint offsetXY = index - coordZ * (poolSize.x*poolSize.y);
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return uint3(offsetXY % poolSize.x, offsetXY / poolSize.x, coordZ);
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}
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[numthreads(4, 4, 4)]
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void BlendScenarios(uint3 probe : SV_DispatchThreadID, uint3 brick : SV_GroupID)
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{
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uint chunkIndex = brick.z;
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probe.z -= 4 * chunkIndex;
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// Load
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APVResources resources0, resources1;
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LOAD_APV_RES(resources0, _State0);
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LOAD_APV_RES(resources1, _State1);
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uint3 srcChunk = _ChunkList[chunkIndex].xyz;
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APVSample state0 = LoadAndDecodeAPV(resources0, probe + srcChunk);
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APVSample state1 = LoadAndDecodeAPV(resources1, probe + srcChunk);
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// Blend
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state0 = BlendAPVSamples(state0, state1, half(_LerpFactor));
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// Store
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APVResourcesRW output;
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LOAD_APV_RES(output, _Out);
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uint3 dstChunk = IndexToChunk(_ChunkList[chunkIndex].w, _DstPoolDim);
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EncodeAndStoreAPV(output, state0, probe + dstChunk);
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}
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