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#ifndef VOXELIZE_SCENE
# define VOXELIZE_SCENE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
float4x4 unity_ObjectToWorld;
#ifdef PROCEDURAL_INSTANCING_ON
// We have to use procedural instancing because we don't have data outside transform matrix
// But because of that a lot of useful macros are not defined, so force defining them here
#undef PROCEDURAL_INSTANCING_ON
#define INSTANCING_ON
#define UNITY_DONT_INSTANCE_OBJECT_MATRICES
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#ifdef INSTANCING_ON
CBUFFER_START(UnityInstancing_PerTree)
float4x4 _TreeInstanceToWorld[1000]; // Max buffer size is 64KB, matrix is 64B
CBUFFER_END
#undef unity_ObjectToWorld
#define unity_ObjectToWorld _TreeInstanceToWorld[unity_InstanceID]
#endif
RWTexture3D<float> _Output : register(u4);
float3 _OutputSize;
float3 _VolumeWorldOffset;
float3 _VolumeSize;
uint _AxisSwizzle;
float4x4 _TreePrototypeTransform;
struct VertexInput
{
float4 vertex : POSITION;
uint instanceID : SV_InstanceID;
};
struct VertexToGeometry
{
float4 vertex : SV_POSITION;
float3 cellPos01 : TEXCOORD0;
};
struct GeometryToFragment
{
float4 vertex : SV_POSITION;
float3 cellPos01 : TEXCOORD0;
nointerpolation float2 minMaxX : TEXCOORD1;
nointerpolation float2 minMaxY : TEXCOORD2;
nointerpolation float2 minMaxZ : TEXCOORD3;
};
float3 VertexToCellPos(float4 vertex)
{
#ifdef INSTANCING_ON
// For tree instance, first transform vertex with prefab matrix
vertex = mul(_TreePrototypeTransform, vertex);
#endif
return mul(unity_ObjectToWorld, vertex).xyz;
}
VertexToGeometry ConservativeVertex(VertexInput input)
{
UNITY_SETUP_INSTANCE_ID(input);
VertexToGeometry o;
float3 cellPos = VertexToCellPos(input.vertex);
cellPos -= _VolumeWorldOffset;
o.cellPos01 = (cellPos / _VolumeSize);
float4 p = float4(cellPos, 1);
switch (_AxisSwizzle)
{
default:
case 0: // top
p.xyz = p.zxy;
break;
case 1: // right
p.xyz = p.yzx;
break;
case 2: // forward
p.xyz = p.xyz;
break;
}
o.vertex = float4(p.xyz / _VolumeSize, 1);
// trasnform pos from 0 1 to -1 1
o.vertex.xyz = o.vertex.xyz * 2 - 1;
return o;
}
[maxvertexcount(3)]
void ConservativeGeom(triangle VertexToGeometry inputVertex[3], inout TriangleStream<GeometryToFragment> triangleStream)
{
float3 minPos = min(min(inputVertex[0].cellPos01, inputVertex[1].cellPos01), inputVertex[2].cellPos01) - rcp(_OutputSize.x);
float3 maxPos = max(max(inputVertex[0].cellPos01, inputVertex[1].cellPos01), inputVertex[2].cellPos01) + rcp(_OutputSize.x);
for (int i = 0; i < 3; i++)
{
GeometryToFragment o;
o.vertex = inputVertex[i].vertex;
o.cellPos01 = inputVertex[i].cellPos01;
o.minMaxX = float2(minPos.x, maxPos.x);
o.minMaxY = float2(minPos.y, maxPos.y);
o.minMaxZ = float2(minPos.z, maxPos.z);
triangleStream.Append(o);
}
}
float4 ConservativeFrag(GeometryToFragment i) : SV_Target
{
if (i.cellPos01.x < i.minMaxX.x || i.cellPos01.x > i.minMaxX.y)
return 0;
if (i.cellPos01.y < i.minMaxY.x || i.cellPos01.y > i.minMaxY.y)
return 0;
if (i.cellPos01.z < i.minMaxZ.x || i.cellPos01.z > i.minMaxZ.y)
return 0;
if (any(i.cellPos01 < -EPSILON) || any(i.cellPos01 >= 1 + EPSILON))
return 0;
uint3 pos = min(uint3(i.cellPos01 * _OutputSize), _OutputSize);
_Output[pos] = 1;
return float4(i.cellPos01, 1);
}
sampler s_point_clamp_sampler;
TEXTURE2D(_TerrainHeightmapTexture);
TEXTURE2D(_TerrainHolesTexture);
float4 _TerrainSize;
float _TerrainHeightmapResolution;
struct TerrainVertexToFragment
{
float4 vertex : SV_POSITION;
float3 cellPos01 : TEXCOORD0;
float2 uv : TEXCOORD1;
};
TerrainVertexToFragment TerrainVert(uint vertexID : SV_VERTEXID, uint instanceID : SV_InstanceID)
{
TerrainVertexToFragment o;
uint quadID = vertexID / 4;
uint2 quadPos = uint2(quadID % uint(_TerrainHeightmapResolution), quadID / uint(_TerrainHeightmapResolution));
float4 vertex = GetQuadVertexPosition(vertexID % 4);
uint2 heightmapLoadPosition = quadPos + vertex.xy;
// flip quad to xz axis (default terrain orientation without rotation)
vertex = float4(vertex.x, 0, vertex.y, 1);
// Offset quad to create the plane terrain
vertex.xz += (float2(quadPos) / float(_TerrainHeightmapResolution)) * _TerrainSize.xz;
uint2 id = (quadPos / _TerrainSize.xz) * _TerrainHeightmapResolution;
float height = UnpackHeightmap(_TerrainHeightmapTexture.Load(uint3(heightmapLoadPosition, 0)));
vertex.y += height * _TerrainSize.y * 2;
o.uv = heightmapLoadPosition / _TerrainHeightmapResolution;
float3 cellPos = mul(unity_ObjectToWorld, vertex).xyz;
cellPos -= _VolumeWorldOffset;
o.cellPos01 = (cellPos / _VolumeSize);
float4 p = float4(cellPos, 1);
switch (_AxisSwizzle)
{
default:
case 0: // top
p.xyz = p.zxy;
break;
case 1: // right
p.xyz = p.yzx;
break;
case 2: // forward
p.xyz = p.xyz;
break;
}
o.vertex = float4(p.xyz / _VolumeSize, 1);
// trasnform pos between 0 1 to -1 1
o.vertex.xyz = o.vertex.xyz * 2 - 1;
return o;
}
float4 TerrainFrag(TerrainVertexToFragment i) : SV_Target
{
if (any(i.cellPos01 < -EPSILON) || any(i.cellPos01 >= 1 + EPSILON))
return 0;
// Offset the cellposition with the heightmap
float hole = _TerrainHolesTexture.SampleLevel(s_point_clamp_sampler, i.uv, 0).r;
clip(hole == 0.0f ? -1 : 1);
uint3 pos = min(uint3(i.cellPos01 * _OutputSize), _OutputSize);
_Output[pos] = 1;
return float4(i.cellPos01.xyz, 1);
}
struct VertexToFragment
{
float4 vertex : SV_POSITION;
float3 cellPos01 : TEXCOORD0;
};
VertexToFragment MeshVert(VertexInput input)
{
UNITY_SETUP_INSTANCE_ID(input);
VertexToFragment o;
float3 cellPos = VertexToCellPos(input.vertex);
cellPos -= _VolumeWorldOffset;
o.cellPos01 = (cellPos / _VolumeSize);
float4 p = float4(cellPos, 1);
switch (_AxisSwizzle)
{
default:
case 0: // top
p.xyz = p.zxy;
break;
case 1: // right
p.xyz = p.yzx;
break;
case 2: // forward
p.xyz = p.xyz;
break;
}
o.vertex = float4(p.xyz / _VolumeSize, 1);
// trasnform pos from 0 1 to -1 1
o.vertex.xyz = o.vertex.xyz * 2 - 1;
return o;
}
float4 MeshFrag(VertexToFragment i) : SV_Target
{
if (any(i.cellPos01 < -EPSILON) || any(i.cellPos01 >= 1 + EPSILON))
return 0;
uint3 pos = min(uint3(i.cellPos01 * _OutputSize), _OutputSize);
_Output[pos] = 1;
return float4(i.cellPos01, 1);
}
#endif