155 lines
5.4 KiB
GLSL
155 lines
5.4 KiB
GLSL
Shader "Hidden/HizCull"
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{
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SubShader
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{
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ZTest Off
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ZWrite Off
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vertex
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#pragma fragment CullFrag
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#pragma enable_d3d11_debug_symbols
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#pragma target 5.0
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 positionCS : SV_POSITION;
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};
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Varyings Vertex(Attributes input)
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{
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Varyings output = (Varyings)0;
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.uv = input.texcoord;
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return output;
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}
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TEXTURE2D(_ObjectAABBTexture0);
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SAMPLER(sampler_ObjectAABBTexture0);
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TEXTURE2D(_ObjectAABBTexture1);
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SAMPLER(sampler_ObjectAABBTexture1);
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TEXTURE2D(_DepthPyramidTexture);
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SAMPLER(sampler_DepthPyramidTexture);
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float4x4 _GPUCullingVP;
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float2 _MipmapLevelMinMaxIndex;
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float2 _Mip0Size;
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float4 _MipOffsetAndSize[16];
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static const float3 aggressiveExtentArray[8] =
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{
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float3(1, 1, 1),
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float3(1, 1, -1),
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float3(1, -1, 1),
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float3(1, -1, -1),
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float3(-1, 1, 1),
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float3(-1, 1, -1),
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float3(-1, -1, 1),
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float3(-1, -1, -1)
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};
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float3 TransferNDC(float3 pos)
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{
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float4 ndc = mul(_GPUCullingVP, float4(pos, 1.0));
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ndc.xyz /= ndc.w;
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ndc.xy = ndc.xy * 0.5f + 0.5f;
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ndc.y = 1 - ndc.y;
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return ndc.xyz;
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}
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half CullFrag(Varyings input) : SV_Target
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{
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float2 uv = input.uv;
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float4 aabbCenter = SAMPLE_TEXTURE2D_LOD(_ObjectAABBTexture0, sampler_ObjectAABBTexture0, uv, 0.0);
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float4 aabbSize = SAMPLE_TEXTURE2D_LOD(_ObjectAABBTexture1, sampler_ObjectAABBTexture1, uv, 0.0);
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float3 aabbExtent = aabbSize.xyz;
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UNITY_BRANCH
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if (aabbCenter.a == 0.0)
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{
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return 1;
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}
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#ifdef UNITY_REVERSED_Z
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float minZ = 0;
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#else
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float minZ = 1;
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#endif
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float2 maxXY = 0;
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float2 minXY = 1;
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for (uint i = 0; i < 8; ++i)
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{
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float3 boxCorner = aabbCenter + aabbExtent * aggressiveExtentArray[i];
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float4 clipPos = mul(_GPUCullingVP, float4(boxCorner, 1));
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clipPos /= clipPos.w;
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clipPos.xy = clipPos.xy * 0.5f + 0.5f;
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#if UNITY_UV_STARTS_AT_TOP
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clipPos.y = 1 - clipPos.y;
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#endif
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minXY = min(clipPos.xy, minXY);
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maxXY = max(clipPos.xy, maxXY);
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#ifdef UNITY_REVERSED_Z
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minZ = max(minZ, clipPos.z);
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#else
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minZ = min(minZ, clipPos.z);
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#endif
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}
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if(maxXY.x < 0 || maxXY.y < 0 || minXY.x > 1 || minXY.y > 1)
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{
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return 1;
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}
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float4 boxUVs = float4(minXY, maxXY);
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float2 size = (boxUVs.zw - boxUVs.xy) * _Mip0Size.xy;
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float mip = (log2(max(size.x, size.y)));
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mip = ceil(mip);
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mip = clamp(mip, _MipmapLevelMinMaxIndex.x, _MipmapLevelMinMaxIndex.y);
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// float level_lower = max(mip - 1, 0);
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// float2 scale = exp2(-level_lower) / _Mip0Size.xy;
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// float2 a = floor(boxUVs.xy*scale);
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// float2 b = ceil(boxUVs.zw*scale);
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// float2 dims = b - a;
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//
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// // Use the lower level if we only touch <= 2 texels in both dimensions
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// if (dims.x <= 2 && dims.y <= 2)
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// mip = level_lower;
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float4 offsetAndSize = _MipOffsetAndSize[mip];
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int4 pxMinMax = boxUVs * offsetAndSize.zwzw + offsetAndSize.xyxy;
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float4 depth = float4(LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.xy, 0).r,
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LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.zy, 0).r,
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LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.xw, 0).r,
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LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.zw, 0).r
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);
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#ifdef UNITY_REVERSED_Z
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depth.xy = min(depth.xy, depth.zw);
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depth.x = min(depth.x, depth.y);
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return minZ > depth.x ? 0 : 1;
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#else
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depth.xy = max(depth.xy, depth.zw);
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depth.x = max(depth.x, depth.y);
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return minZ < depth.x ? 1 : 0;
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#endif
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}
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ENDHLSL
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}
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}
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} |