617 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			617 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#pragma kernel GPUFrustumCulling
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struct IndirectInstanceData
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{
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    float4x4 PositionMatrix;
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    float4 ControlData;
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};
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struct IndirectShaderData
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{
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    float4x4 PositionMatrix;
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    float4x4 InversePositionMatrix;
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    float4 ControlData;
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};
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uint _InstanceCount;
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bool UseLODs;
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bool NoFrustumCulling;
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bool ShadowCulling;
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//Used for frustum culling
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float4 _VS_CameraFrustumPlane0;
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float4 _VS_CameraFrustumPlane1;
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float4 _VS_CameraFrustumPlane2;
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float4 _VS_CameraFrustumPlane3;
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float4 _VS_CameraFrustumPlane4;
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float4 _VS_CameraFrustumPlane5;
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float4 _WorldSpaceCameraPos;
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float4 _FloatingOriginOffset;
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float3 _LightDirection;
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float3 _PlaneOrigin;
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float3 _BoundsSize;
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//Used for vegetatuion distance culling
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float _CullFarStart;
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float _CullFarDistance;
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float _BoundingSphereRadius;
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//Used for LODs
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float _LOD1Distance;
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float _LOD2Distance;
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float _LOD3Distance;
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float _LODFactor;
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float _LODBias;
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float _LODFadeDistance;
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int _LODCount;
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StructuredBuffer<IndirectInstanceData> SourceShaderDataBuffer;
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AppendStructuredBuffer<IndirectShaderData> VisibleBufferLOD0;
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AppendStructuredBuffer<IndirectShaderData> VisibleBufferLOD1;
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AppendStructuredBuffer<IndirectShaderData> VisibleBufferLOD2;
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AppendStructuredBuffer<IndirectShaderData> VisibleBufferLOD3;
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AppendStructuredBuffer<IndirectShaderData> ShadowBufferLOD0;
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AppendStructuredBuffer<IndirectShaderData> ShadowBufferLOD1;
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AppendStructuredBuffer<IndirectShaderData> ShadowBufferLOD2;
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AppendStructuredBuffer<IndirectShaderData> ShadowBufferLOD3;
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SamplerState _LinearClamp;
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// float CalculateLODFade(float cameraDistance, float nextLODDistance)
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// {
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//     float distance = nextLODDistance - cameraDistance;
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//     if (distance <= _LODFadeDistance)
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//     {
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//         return clamp(1 - distance / _LODFadeDistance, 0, 1);
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//     }
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//     return 0;
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// }
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float CalculateLODFadeFirst(float cameraDistance, float nextLODDistance)
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{
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    float distance = nextLODDistance + _LODFadeDistance - cameraDistance;
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    if (distance <= _LODFadeDistance)
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    {
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        return clamp(distance/ _LODFadeDistance, 0, 1) * 2;
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        return clamp(distance * distance/ _LODFadeDistance, 0, 1);
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    }
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    return 1;
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}
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float CalculateLODFadeMiddle(float thisLODDistance, float cameraDistance, float nextLODDistance)
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{
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    if (cameraDistance - thisLODDistance < _LODFadeDistance)
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    {
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        float distance = cameraDistance - thisLODDistance;
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       // return clamp(distance * distance/ _LODFadeDistance, 0, 1);
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        return clamp(distance/ _LODFadeDistance, 0, 1) * 2;
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    }
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    if (nextLODDistance + _LODFadeDistance - cameraDistance <= _LODFadeDistance)
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    {
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        float distance = nextLODDistance + _LODFadeDistance - cameraDistance;
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        //return clamp(distance * distance / _LODFadeDistance, 0, 1);
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        return clamp(distance/ _LODFadeDistance, 0, 1) * 2;
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    }
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    return 1;
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}
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float CalculateDistanceFade(float cameraDistance, float cullDistance)
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{
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    float distance = cullDistance - cameraDistance;
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    if (distance <= _LODFadeDistance)
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    {
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        return clamp(1 - distance / _LODFadeDistance, 0, 1);
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    }
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    return 1;
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}
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float4x4 inverse(float4x4 input)
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{
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    #define minor(a,b,c) determinant(float3x3(input.a, input.b, input.c))
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    float4x4 cofactors = float4x4(
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        minor(_22_23_24, _32_33_34, _42_43_44),
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        -minor(_21_23_24, _31_33_34, _41_43_44),
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        minor(_21_22_24, _31_32_34, _41_42_44),
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        -minor(_21_22_23, _31_32_33, _41_42_43),
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        -minor(_12_13_14, _32_33_34, _42_43_44),
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        minor(_11_13_14, _31_33_34, _41_43_44),
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        -minor(_11_12_14, _31_32_34, _41_42_44),
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        minor(_11_12_13, _31_32_33, _41_42_43),
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        minor(_12_13_14, _22_23_24, _42_43_44),
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        -minor(_11_13_14, _21_23_24, _41_43_44),
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        minor(_11_12_14, _21_22_24, _41_42_44),
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        -minor(_11_12_13, _21_22_23, _41_42_43),
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        -minor(_12_13_14, _22_23_24, _32_33_34),
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        minor(_11_13_14, _21_23_24, _31_33_34),
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        -minor(_11_12_14, _21_22_24, _31_32_34),
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        minor(_11_12_13, _21_22_23, _31_32_33)
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    );
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    #undef minor
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    return transpose(cofactors) / determinant(input);
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}
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struct Ray
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{
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    float3 origin;
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    float3 direction;
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};
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Ray CreateRay(float3 origin, float3 direction)
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{
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    Ray newRay;
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    newRay.origin = origin;
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    newRay.direction = direction;
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    return newRay;
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}
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struct Bounds
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{
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    float3 center;
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    float3 extents;
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    float3 GetMin()
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    {
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        return center - extents;
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    }
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    float3 GetMax()
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    {
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        return center + extents;
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    }
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    void SetMinMax(float3 min, float3 max)
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    {
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        extents = (max - min) * 0.5f;
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        center = min + extents;
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    }
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    void Encapsulate(float3 targetPoint)
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    {
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        SetMinMax(min(GetMin(), targetPoint), max(GetMax(), targetPoint));
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    }
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};
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bool IntersectPlane(Ray ray, float3 planeOrigin, out float3 hitPoint)
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{
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    float3 planeNormal = -float3(0, 1, 0);
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    float denominator = dot(ray.direction, planeNormal);
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    if (denominator > 0.00001f)
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    {
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        float t = dot(planeOrigin - ray.origin, planeNormal) / denominator;
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        hitPoint = ray.origin + ray.direction * t;
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        return true;
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    }
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    hitPoint = float3(0, 0, 0);
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    return false;
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}
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Bounds GetShadowBounds(Bounds objectBounds, float3 lightDirection, float3 planeOrigin, out bool hitPlane)
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{
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    float3 objectBoundsMin = objectBounds.GetMin();
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    float3 objectBoundsMax = objectBounds.GetMax();
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    Ray p0 = CreateRay(float3(objectBoundsMin.x, objectBoundsMax.y, objectBoundsMin.z), lightDirection);
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    Ray p1 = CreateRay(float3(objectBoundsMin.x, objectBoundsMax.y, 0), lightDirection);
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    Ray p2 = CreateRay(float3(objectBoundsMax.x, objectBoundsMax.y, objectBoundsMin.z), lightDirection);
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    Ray p3 = CreateRay(objectBoundsMax, lightDirection);
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    float3 hitPoint;
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    hitPlane = false;
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    if (IntersectPlane(p0, planeOrigin, hitPoint))
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    {
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        objectBounds.Encapsulate(hitPoint);
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        hitPlane = true;
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    }
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    if (IntersectPlane(p1, planeOrigin, hitPoint))
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    {
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        objectBounds.Encapsulate(hitPoint);
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        hitPlane = true;
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    }
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    if (IntersectPlane(p2, planeOrigin, hitPoint))
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    {
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        objectBounds.Encapsulate(hitPoint);
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        hitPlane = true;
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    }
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    if (IntersectPlane(p3, planeOrigin, hitPoint))
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    {
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        objectBounds.Encapsulate(hitPoint);
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        hitPlane = true;
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    }
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    return objectBounds;
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}
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bool TestPlaneIntersection(Bounds bounds, float4 plane)
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{
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    float3 center = bounds.center;
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    float3 extents = bounds.extents;
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    float3 planeNormal = plane.xyz;
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    float planeDistance = plane.w;
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    float3 absNormal = float3(abs(planeNormal.x), abs(planeNormal.y), abs(planeNormal.z));
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    float r = extents.x * absNormal.x + extents.y * absNormal.y + extents.z * absNormal.z;
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    float s = planeNormal.x * center.x + planeNormal.y * center.y + planeNormal.z * center.z;
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    if (s + r < -planeDistance)
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    {
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        return false;
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    }
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    return true;
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}
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bool BoundsIntersectsFrustum(Bounds bounds)
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{
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    if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane0) == false)
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    {
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        return false;
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    }
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    if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane1) == false)
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    {
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        return false;
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    }
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    if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane2) == false)
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    {
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        return false;
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    }
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    if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane3) == false)
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    {
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        return false;
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    }
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    if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane4) == false)
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    {
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        return false;
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    }
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    if (TestPlaneIntersection(bounds, _VS_CameraFrustumPlane5) == false)
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    {
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        return false;
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    }
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    return true;
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}
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bool IsShadowVisible(Bounds objectBounds, float3 lightDirection, float3 planeOrigin)
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{
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    bool hitPlane;
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    Bounds shadowBounds = GetShadowBounds(objectBounds, lightDirection, planeOrigin, hitPlane);
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    return hitPlane && BoundsIntersectsFrustum(shadowBounds);
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}
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[numthreads(32, 1, 1)]
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void GPUFrustumCulling(uint3 id : SV_DispatchThreadID)
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{
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    uint instanceId = id.x;
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    if (instanceId < _InstanceCount)
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    {
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        IndirectShaderData instanceData;
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        instanceData.PositionMatrix = SourceShaderDataBuffer[id.x].PositionMatrix;
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        instanceData.PositionMatrix._m03_m13_m23 += _FloatingOriginOffset.xyz;
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        float DistanceFalloff = SourceShaderDataBuffer[id.x].ControlData.x;
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        float itemCullDistance = _CullFarStart * DistanceFalloff;
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        float lod1Distance = clamp(_LOD1Distance * _LODFactor * _LODBias, 0, _CullFarStart);
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        float lod2Distance = clamp(_LOD2Distance * _LODFactor * _LODBias, 0, _CullFarStart);
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        float lod3Distance = clamp(_LOD3Distance * _LODFactor * _LODBias, 0, _CullFarStart);
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        #define transformPosition mul(instanceData.PositionMatrix, float4(0,0,0,1)).xyz
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        float3 position = transformPosition + float3(0.0f, _BoundingSphereRadius * 0.5f, 0.0f);
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        if (NoFrustumCulling)
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        {
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            bool useLODFade = true;
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            float3 itempos = instanceData.PositionMatrix._m03_m13_m23;
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            float dist = distance(itempos, _WorldSpaceCameraPos.xyz);
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            if (dist < itemCullDistance)
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            {
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                instanceData.InversePositionMatrix = inverse(instanceData.PositionMatrix);
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                float distanceFade = CalculateDistanceFade(dist, itemCullDistance);
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                instanceData.ControlData = float4(0, 0, distanceFade, 0);
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                if (UseLODs)
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                {
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                    if (_LODCount == 1)
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                    {
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                        lod1Distance = max(lod1Distance, itemCullDistance);
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                    }
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                    else if (_LODCount == 2)
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                    {
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                        lod2Distance = max(lod2Distance, itemCullDistance);
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                    }
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                    else if (_LODCount == 3)
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                    {
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                        lod3Distance = max(lod3Distance, itemCullDistance);
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                    }
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                    if (dist <= lod1Distance + _LODFadeDistance)
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                    {
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                        if (useLODFade)
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                        {
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                            float lodFade = CalculateLODFadeFirst(dist, lod1Distance);
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                            float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
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                            instanceData.ControlData =
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                                float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 0);
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                        }
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                        VisibleBufferLOD0.Append(instanceData);
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                    }
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                    if (dist <= lod2Distance + _LODFadeDistance && dist > lod1Distance)
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                    {
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                        if (useLODFade)
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                        {
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                            float lodFade = CalculateLODFadeMiddle(lod1Distance, dist, lod2Distance);
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                            float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
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                            lodFadeQuantified = 0;
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                            instanceData.ControlData =
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                                float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 1);
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                        }
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                        VisibleBufferLOD1.Append(instanceData);
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                    }
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                    if (dist <= lod3Distance + _LODFadeDistance && dist > lod2Distance)
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                    {
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                        if (useLODFade)
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                        {
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                            float lodFade = CalculateLODFadeMiddle(lod2Distance, dist, lod3Distance);
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                            float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
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                            lodFadeQuantified = 0.5;
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                            instanceData.ControlData =
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                                float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 2);
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                        }
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                        VisibleBufferLOD2.Append(instanceData);
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                    }
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                    if (dist > lod3Distance)
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                    {
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                        if (useLODFade)
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                        {
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                            float lodFade = CalculateLODFadeMiddle(lod3Distance, dist, itemCullDistance);
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                            float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
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                            instanceData.ControlData =
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                                float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 3);
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                        }
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                        VisibleBufferLOD3.Append(instanceData);
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                    }
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                }
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                else
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                {
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                    if (useLODFade)
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                    {
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                        float lodFade = CalculateLODFadeFirst(dist, itemCullDistance);
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                        float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
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                        instanceData.ControlData = float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 0);
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                    }
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                    VisibleBufferLOD0.Append(instanceData);
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                }
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            }
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            return;
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        }
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        float4 CameraDistances0 = float4(
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            dot(_VS_CameraFrustumPlane0.xyz, position) + _VS_CameraFrustumPlane0.w,
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            dot(_VS_CameraFrustumPlane1.xyz, position) + _VS_CameraFrustumPlane1.w,
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            dot(_VS_CameraFrustumPlane2.xyz, position) + _VS_CameraFrustumPlane2.w,
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            dot(_VS_CameraFrustumPlane3.xyz, position) + _VS_CameraFrustumPlane3.w
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        );
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        float4 CameraDistances1 = float4(
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            dot(_VS_CameraFrustumPlane4.xyz, position) + _VS_CameraFrustumPlane4.w,
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            dot(_VS_CameraFrustumPlane5.xyz, position) + _VS_CameraFrustumPlane5.w,
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            0.0f,
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            0.0f
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        );
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        if (!(all(CameraDistances0 >= -_BoundingSphereRadius)
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            && all(CameraDistances1 >= -_BoundingSphereRadius)))
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        {
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            if (!ShadowCulling)
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            {
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                return;
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            }
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            bool useLODFade = true;
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						|
            float3 itempos = instanceData.PositionMatrix._m03_m13_m23;
 | 
						|
            float dist = distance(itempos, _WorldSpaceCameraPos.xyz);
 | 
						|
 | 
						|
            if (dist < itemCullDistance)
 | 
						|
            {
 | 
						|
                Bounds itemBounds;
 | 
						|
                itemBounds.center = itempos;
 | 
						|
                itemBounds.extents = _BoundsSize;
 | 
						|
 | 
						|
                if (IsShadowVisible(itemBounds, _LightDirection, _PlaneOrigin))
 | 
						|
                {
 | 
						|
                    instanceData.InversePositionMatrix = inverse(instanceData.PositionMatrix);
 | 
						|
                    float distanceFade = CalculateDistanceFade(dist, itemCullDistance);
 | 
						|
                    instanceData.ControlData = float4(0, 0, distanceFade, 0);
 | 
						|
 | 
						|
                    if (UseLODs)
 | 
						|
                    {
 | 
						|
                        if (_LODCount == 1)
 | 
						|
                        {
 | 
						|
                            lod1Distance = max(lod1Distance, itemCullDistance);
 | 
						|
                        }
 | 
						|
                        else if (_LODCount == 2)
 | 
						|
                        {
 | 
						|
                            lod2Distance = max(lod2Distance, itemCullDistance);
 | 
						|
                        }
 | 
						|
                        else if (_LODCount == 3)
 | 
						|
                        {
 | 
						|
                            lod3Distance = max(lod3Distance, itemCullDistance);
 | 
						|
                        }
 | 
						|
 | 
						|
                        if (dist <= lod1Distance + _LODFadeDistance)
 | 
						|
                        {
 | 
						|
                            if (useLODFade)
 | 
						|
                            {
 | 
						|
                                float lodFade = CalculateLODFadeFirst(dist, lod1Distance);
 | 
						|
                                float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
 | 
						|
                                instanceData.ControlData = float4(lodFade, lodFadeQuantified,
 | 
						|
                                                                  instanceData.ControlData.z, 0);
 | 
						|
                            }
 | 
						|
 | 
						|
                            ShadowBufferLOD0.Append(instanceData);
 | 
						|
                        }
 | 
						|
 | 
						|
                        if (dist <= lod2Distance + _LODFadeDistance && dist > lod1Distance)
 | 
						|
                        {
 | 
						|
                            if (useLODFade)
 | 
						|
                            {
 | 
						|
                                float lodFade = CalculateLODFadeMiddle(lod1Distance, dist, lod2Distance);
 | 
						|
                                float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
 | 
						|
                                instanceData.ControlData = float4(lodFade, lodFadeQuantified,
 | 
						|
                                                                  instanceData.ControlData.z, 0);
 | 
						|
                            }
 | 
						|
                            ShadowBufferLOD1.Append(instanceData);
 | 
						|
                        }
 | 
						|
 | 
						|
                        if (dist <= lod3Distance + _LODFadeDistance && dist > lod2Distance)
 | 
						|
                        {
 | 
						|
                            if (useLODFade)
 | 
						|
                            {
 | 
						|
                                float lodFade = CalculateLODFadeMiddle(lod2Distance, dist, lod3Distance);
 | 
						|
                                float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
 | 
						|
                                instanceData.ControlData = float4(lodFade, lodFadeQuantified,
 | 
						|
                                                                  instanceData.ControlData.z, 0);
 | 
						|
                            }
 | 
						|
                            ShadowBufferLOD2.Append(instanceData);
 | 
						|
                        }
 | 
						|
 | 
						|
                        if (dist > lod3Distance)
 | 
						|
                        {
 | 
						|
                            if (useLODFade)
 | 
						|
                            {
 | 
						|
                                float lodFade = CalculateLODFadeMiddle(lod3Distance, dist, itemCullDistance);
 | 
						|
                                float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
 | 
						|
                                instanceData.ControlData = float4(lodFade, lodFadeQuantified,
 | 
						|
                                                                  instanceData.ControlData.z, 0);
 | 
						|
                            }
 | 
						|
                            ShadowBufferLOD3.Append(instanceData);
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                    else
 | 
						|
                    {
 | 
						|
                        if (useLODFade)
 | 
						|
                        {
 | 
						|
                            float lodFade = CalculateLODFadeFirst(dist, itemCullDistance);
 | 
						|
                            float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
 | 
						|
                            instanceData.ControlData =
 | 
						|
                                float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 0);
 | 
						|
                        }
 | 
						|
                        ShadowBufferLOD0.Append(instanceData);
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            bool useLODFade = true;
 | 
						|
            float3 itempos = instanceData.PositionMatrix._m03_m13_m23;
 | 
						|
            float dist = distance(itempos, _WorldSpaceCameraPos.xyz);
 | 
						|
 | 
						|
            if (dist < itemCullDistance + _LODFadeDistance)
 | 
						|
            {
 | 
						|
                instanceData.InversePositionMatrix = inverse(instanceData.PositionMatrix);
 | 
						|
                float distanceFade = CalculateDistanceFade(dist, itemCullDistance);
 | 
						|
                instanceData.ControlData = float4(0, 0, distanceFade, 0);
 | 
						|
 | 
						|
                if (UseLODs)
 | 
						|
                {
 | 
						|
                    if (_LODCount == 1)
 | 
						|
                    {
 | 
						|
                        lod1Distance = max(lod1Distance, itemCullDistance);
 | 
						|
                    }
 | 
						|
                    else if (_LODCount == 2)
 | 
						|
                    {
 | 
						|
                        lod2Distance = max(lod2Distance, itemCullDistance);
 | 
						|
                    }
 | 
						|
                    else if (_LODCount == 3)
 | 
						|
                    {
 | 
						|
                        lod3Distance = max(lod3Distance, itemCullDistance);
 | 
						|
                    }
 | 
						|
 | 
						|
                    if (dist <= lod1Distance + _LODFadeDistance)
 | 
						|
                    {
 | 
						|
                        if (useLODFade)
 | 
						|
                        {
 | 
						|
                            float lodFade = CalculateLODFadeFirst(dist, lod1Distance);
 | 
						|
                            float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
 | 
						|
                            instanceData.ControlData =
 | 
						|
                                float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 0);
 | 
						|
                        }
 | 
						|
 | 
						|
                        VisibleBufferLOD0.Append(instanceData);
 | 
						|
                    }
 | 
						|
                    if (dist <= lod2Distance + _LODFadeDistance && dist > lod1Distance)
 | 
						|
                    {
 | 
						|
                        if (useLODFade)
 | 
						|
                        {
 | 
						|
                            float lodFade = CalculateLODFadeMiddle(lod1Distance, dist, lod2Distance);
 | 
						|
                            float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
 | 
						|
                            lodFadeQuantified = 0;
 | 
						|
                            instanceData.ControlData =
 | 
						|
                                float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 1);
 | 
						|
                        }
 | 
						|
                        VisibleBufferLOD1.Append(instanceData);
 | 
						|
                    }
 | 
						|
                    if (dist <= lod3Distance + _LODFadeDistance && dist > lod2Distance)
 | 
						|
                    {
 | 
						|
                        if (useLODFade)
 | 
						|
                        {
 | 
						|
                            float lodFade = CalculateLODFadeMiddle(lod2Distance, dist, lod3Distance);
 | 
						|
                            float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
 | 
						|
                            instanceData.ControlData =
 | 
						|
                                float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 2);
 | 
						|
                        }
 | 
						|
                        VisibleBufferLOD2.Append(instanceData);
 | 
						|
                    }
 | 
						|
                    if (dist > lod3Distance)
 | 
						|
                    {
 | 
						|
                        if (useLODFade)
 | 
						|
                        {
 | 
						|
                            float lodFade = CalculateLODFadeMiddle(lod3Distance, dist, itemCullDistance);
 | 
						|
                            float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
 | 
						|
                            instanceData.ControlData =
 | 
						|
                                float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 3);
 | 
						|
                        }
 | 
						|
                        VisibleBufferLOD3.Append(instanceData);
 | 
						|
                    }
 | 
						|
                }
 | 
						|
                else
 | 
						|
                {
 | 
						|
                    if (useLODFade)
 | 
						|
                    {
 | 
						|
                        float lodFade = CalculateLODFadeFirst(dist, itemCullDistance);
 | 
						|
                        float lodFadeQuantified = 1 - clamp(round(lodFade * 16) / 16, 0.0625, 1);
 | 
						|
                        instanceData.ControlData = float4(lodFade, lodFadeQuantified, instanceData.ControlData.z, 0);
 | 
						|
                    }
 | 
						|
                    VisibleBufferLOD0.Append(instanceData);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |