Texture2D In_BaseMaskTex; Texture2D In_HeightTex; Texture2D RemapTex; RWTexture2D OutputTex; float EffectStrength; int RemapTexRes; float4 TextureResolution; float2 gradient(uint2 id, uint2 offset) { uint upY = max(0, id.y - offset.y); uint downY = min((uint)TextureResolution.y, id.y + offset.y); uint rightX = max(0, id.x - offset.x); uint leftX = min((uint)TextureResolution.x, id.x + offset.x); //don't need to divide by 8.0f, since we are normalizing float dzdx = ((In_HeightTex[uint2(rightX, upY)] + 2 * In_HeightTex[uint2(rightX, id.y)] + In_HeightTex[uint2(rightX, downY)]) - (In_HeightTex[uint2(leftX, upY)] + 2 * In_HeightTex[uint2(leftX, id.y)] + In_HeightTex[uint2(leftX, downY)])) / 8.0f; float dzdy = ((In_HeightTex[uint2(leftX, downY)] + 2 * In_HeightTex[uint2(id.x, downY)] + In_HeightTex[uint2(rightX, downY)]) - (In_HeightTex[uint2(leftX, upY)] + 2 * In_HeightTex[uint2(id.x, upY)] + In_HeightTex[uint2(rightX, upY)])) / 8.0f; float mag = length(float2(dzdx, dzdy)); return float2(dzdx, dzdy) / mag; } #pragma kernel ConcavityMultiply [numthreads(1, 1, 1)] void ConcavityMultiply(uint3 id : SV_DispatchThreadID) { uint2 offset = uint2(TextureResolution.zz); uint upY = max(0, id.y - offset.x); uint downY = min((uint)TextureResolution.y, id.y + offset.y); uint rightX = max(0, id.x - offset.x); uint leftX = min((uint)TextureResolution.x, id.x + offset.y); /* float dgdx = gradient(uint2(rightX, id.y), offset).x - gradient(uint2(leftX, id.y), offset).x; float dgdy = gradient(uint2(id.x, downY), offset).y - gradient(uint2(id.x, upY), offset).y; */ float dgdx = ((gradient(uint2(rightX, upY), offset).x + 2 * gradient(uint2(rightX, id.y), offset).x + gradient(uint2(rightX, downY), offset).x) - (gradient(uint2(leftX, upY), offset).x + 2 * gradient(uint2(leftX, id.y), offset).x + gradient(uint2(leftX, downY), offset).x)) / 8.0f; float dgdy = ((gradient(uint2(leftX, downY), offset).y + 2 * gradient(uint2(id.x, downY), offset).y + gradient(uint2(rightX, downY), offset).y) - (gradient(uint2(leftX, upY), offset).y + 2 * gradient(uint2(id.x, upY), offset).y + gradient(uint2(rightX, upY), offset).y)) / 8.0f; float laplace = saturate(TextureResolution.w * (dgdx + dgdy) / 2.0f); uint remapIdx = (uint)(laplace * (float)(RemapTexRes - 1)); float remappedLaplace = RemapTex[uint2(remapIdx, 0)]; OutputTex[id.xy] = lerp(1.0f, remappedLaplace, EffectStrength) * In_BaseMaskTex[id.xy]; }