137 lines
3.4 KiB
Plaintext
137 lines
3.4 KiB
Plaintext
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//
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// This is a modified version of the SSAO renderer from Microsoft's MiniEngine
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// library. The copyright notice from the original version is included below.
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//
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// The original source code of MiniEngine is available on GitHub.
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// https://github.com/Microsoft/DirectX-Graphics-Samples
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//
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//
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// Copyright (c) Microsoft. All rights reserved.
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// This code is licensed under the MIT License (MIT).
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// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
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// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
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// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
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//
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// Developed by Minigraph
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//
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// Author: James Stanard
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//
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#pragma warning(disable : 3568)
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#pragma exclude_renderers gles gles3 d3d11_9x
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#pragma kernel MultiScaleVODownsample1 main=MultiScaleVODownsample1
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#pragma kernel MultiScaleVODownsample1_MSAA main=MultiScaleVODownsample1_MSAA MSAA
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#ifdef MSAA
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// Output textures
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RWTexture2D<float2> LinearZ;
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RWTexture2D<float2> DS2x;
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RWTexture2DArray<float2> DS2xAtlas;
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RWTexture2D<float2> DS4x;
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RWTexture2DArray<float2> DS4xAtlas;
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// Input textures
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Texture2D<float4> Depth;
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// Shared memory
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groupshared float2 g_CacheW[256];
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#else
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// Output textures
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RWTexture2D<float> LinearZ;
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RWTexture2D<float> DS2x;
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RWTexture2DArray<float> DS2xAtlas;
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RWTexture2D<float> DS4x;
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RWTexture2DArray<float> DS4xAtlas;
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// Input textures
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Texture2D<float> Depth;
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// Shared memory
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groupshared float g_CacheW[256];
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#endif
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CBUFFER_START(CB0)
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float4 ZBufferParams;
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CBUFFER_END
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#ifdef MSAA
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float2 Linearize(uint2 st)
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{
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float depthMin = Depth[st].y;
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float depthMax = Depth[st].x;
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float2 depth = float2(depthMin, depthMax);
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float2 dist = 1.0 / (ZBufferParams.x * depth + ZBufferParams.y);
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#ifdef UNITY_REVERSED_Z
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if (depth.x == 0) dist.x = 1e5;
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if (depth.y == 0) dist.y = 1e5;
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#else
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if (depth.x == 1) dist.x = 1e5;
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if (depth.y == 1) dist.y = 1e5;
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#endif
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LinearZ[st] = dist;
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return dist;
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}
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#else
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float Linearize(uint2 st)
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{
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float depth = Depth[st];
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float dist = 1.0 / (ZBufferParams.x * depth + ZBufferParams.y);
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#ifdef UNITY_REVERSED_Z
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if (depth == 0) dist = 1e5;
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#else
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if (depth == 1) dist = 1e5;
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#endif
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LinearZ[st] = dist;
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return dist;
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}
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#endif
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#ifdef DISABLE_COMPUTE_SHADERS
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TRIVIAL_COMPUTE_KERNEL(main)
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#else
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[numthreads(8, 8, 1)]
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void main(uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex, uint3 GTid : SV_GroupThreadID, uint3 DTid : SV_DispatchThreadID)
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{
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uint2 startST = Gid.xy << 4 | GTid.xy;
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uint destIdx = GTid.y << 4 | GTid.x;
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g_CacheW[destIdx + 0 ] = Linearize(startST | uint2(0, 0));
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g_CacheW[destIdx + 8 ] = Linearize(startST | uint2(8, 0));
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g_CacheW[destIdx + 128] = Linearize(startST | uint2(0, 8));
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g_CacheW[destIdx + 136] = Linearize(startST | uint2(8, 8));
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GroupMemoryBarrierWithGroupSync();
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uint ldsIndex = (GTid.x << 1) | (GTid.y << 5);
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#ifdef MSAA
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float2 w1 = g_CacheW[ldsIndex];
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#else
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float w1 = g_CacheW[ldsIndex];
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#endif
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uint2 st = DTid.xy;
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uint slice = ((st.x & 3) | (st.y << 2)) & 15;
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DS2x[st] = w1;
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DS2xAtlas[uint3(st >> 2, slice)] = w1;
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if ((GI & 011) == 0)
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{
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st = DTid.xy >> 1;
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slice = ((st.x & 3) | (st.y << 2)) & 15;
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DS4x[st] = w1;
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DS4xAtlas[uint3(st >> 2, slice)] = w1;
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}
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}
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#endif
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