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#pragma kernel Copy
#pragma kernel GenerateMipMap
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
Texture3D<float4> _Src3DTexture;
RWTexture3D<float4> _Dst3DTexture;
float3 _DstOffset;
float _SrcMip;
float _AlphaOnlyTexture;
uint _SrcSize;
[numthreads(8,8,8)]
void Copy(uint3 id : SV_DispatchThreadID)
{
if (any(id >= _SrcSize))
return;
float4 value = LOAD_TEXTURE3D_LOD(_Src3DTexture, id, _SrcMip);
if (_AlphaOnlyTexture)
_Dst3DTexture[id + _DstOffset] = float4(1, 1, 1, value.a);
else
_Dst3DTexture[id + _DstOffset] = value;
}
float3 _SrcScale;
float3 _SrcOffset;
SAMPLER(s_linear_clamp_sampler);
[numthreads(8, 8, 8)]
void GenerateMipMap(uint3 id : SV_DispatchThreadID)
{
if (any(id >= _SrcSize))
return;
float3 uvw = float3(id) / _SrcSize + rcp(_SrcSize * 2);
// Apply scale and bias when we sample from the atlas
uvw *= _SrcScale;
uvw += _SrcOffset;
// Then we use the bilinear filter to interpolate the value of the next mip level
float4 value = SAMPLE_TEXTURE3D_LOD(_Src3DTexture, s_linear_clamp_sampler, uvw, _SrcMip);
if (_AlphaOnlyTexture)
_Dst3DTexture[id + _DstOffset] = float4(1, 1, 1, value.a);
else
_Dst3DTexture[id + _DstOffset] = value;
}