2025-06-20 18:14:38 +08:00

136 lines
4.9 KiB
GLSL

Shader "Hidden/HizCull"
{
SubShader
{
Pass
{
HLSLPROGRAM
#pragma vertex Vertex
#pragma fragment CullFrag
#pragma enable_d3d11_debug_symbols
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 texcoord : TEXCOORD0;
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
};
Varyings Vertex(Attributes input)
{
Varyings output = (Varyings)0;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.texcoord;
return output;
}
TEXTURE2D(_ObjectAABBTexture0);
SAMPLER(sampler_ObjectAABBTexture0);
TEXTURE2D(_ObjectAABBTexture1);
SAMPLER(sampler_ObjectAABBTexture1);
TEXTURE2D(_DepthPyramidTexture);
SAMPLER(sampler_DepthPyramidTexture);
float4x4 _GPUCullingVP;
float2 _MipmapLevelMinMaxIndex;
float2 _Mip0Size;
float4 _MipOffsetAndSize[16];
static const float3 aggressiveExtentArray[8] =
{
float3(1, 1, 1),
float3(1, 1, -1),
float3(1, -1, 1),
float3(1, -1, -1),
float3(-1, 1, 1),
float3(-1, 1, -1),
float3(-1, -1, 1),
float3(-1, -1, -1)
};
half CullFrag(Varyings input) : SV_Target
{
float2 uv = input.uv;
float4 aabbCenter = SAMPLE_TEXTURE2D_LOD(_ObjectAABBTexture0, sampler_ObjectAABBTexture0, uv,0.0);
float4 aabbSize = SAMPLE_TEXTURE2D_LOD(_ObjectAABBTexture1, sampler_ObjectAABBTexture1, uv, 0.0);
float3 aabbExtent = aabbSize.xyz * 0.5;//贴图可以直接存extent
UNITY_BRANCH
if (aabbCenter.a == 0.0)
{
return 1;
}
#ifdef UNITY_REVERSED_Z
float minZ = 0;
#else
float minZ = 1;
#endif
float2 maxXY = 0;
float2 minXY = 1;
for(uint i = 0; i < 8; ++i)
{
float3 boxCorner = aabbCenter + aabbExtent * aggressiveExtentArray[i];
float4 clipPos = mul(_GPUCullingVP, float4(boxCorner, 1));
clipPos /= clipPos.w;
minXY = min(clipPos.xy, minXY);
maxXY = max(clipPos.xy, maxXY);
#ifdef UNITY_REVERSED_Z
minZ = max(minZ, clipPos.z);
#else
minZ = min(minZ, clipPos.z);
#endif
}
float4 boxUVs = float4(minXY, maxXY);
boxUVs = saturate(boxUVs * 0.5 + 0.5);
float2 size = (boxUVs.zw - boxUVs.xy) * _Mip0Size.xy;
float mip = (log2(max(size.x, size.y) / 2.0f));
mip = ceil(mip);
mip = clamp(mip, _MipmapLevelMinMaxIndex.x, _MipmapLevelMinMaxIndex.y);
// float level_lower = max(mip - 1, 0);
// float2 scale = exp2(-level_lower) / _Mip0Size.xy;
// float2 a = floor(boxUVs.xy*scale);
// float2 b = ceil(boxUVs.zw*scale);
// float2 dims = b - a;
//
// // Use the lower level if we only touch <= 2 texels in both dimensions
// if (dims.x <= 2 && dims.y <= 2)
// mip = level_lower;
float4 offsetAndSize = _MipOffsetAndSize[mip];
int4 pxMinMax = boxUVs * offsetAndSize.zwzw + offsetAndSize.xyxy;
float4 depth = float4(LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.xy,0).r,
LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.zy,0).r,
LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.xw,0).r,
LOAD_TEXTURE2D_LOD(_DepthPyramidTexture, pxMinMax.zw,0).r
);
#ifdef UNITY_REVERSED_Z
depth.xy = min(depth.xy, depth.zw);
depth.x = min(depth.x, depth.y);
return minZ >= depth.x ? 0 : 1;
#else
depth.xy = max(depth.xy, depth.zw);
depth.x = max(depth.x, depth.y);
return minZ <= depth.x ? 1 : 0;
#endif
}
ENDHLSL
}
}
}