Update HzCulling

This commit is contained in:
2025-02-22 03:04:15 +09:00
parent c25ff0dd61
commit f0dbf8e581
8 changed files with 277 additions and 100 deletions

View File

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// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.misaki.ao-volume/Runtime/Shader/Includes/GeometryData.cs.hlsl"
#define FLT_MIN 1.175494351e-38 // Minimum representable positive floating-point number
#define FLT_MAX 3.402823466e+38 // Maximum representable floating-point number
StructuredBuffer<OrientedBoundingBox> _VolumeBounds;
StructuredBuffer<int2> _DepthPyramidMipLevelOffsets;
uint _FullVolumeCount;
uint _DepthPyramidMaxMip;
RWByteAddressBuffer _VisibleVolumeIndices : register(u0);
RWByteAddressBuffer _VisibleVolumeCount : register(u1);
RW_TEXTURE2D_X(float, _DebugTexture);
float4 ComputeScreenPos(float4 pos, float projectionSign)
{
float4 o = pos * 0.5f;
o.xy = float2(o.x, o.y * projectionSign) + o.w;
o.zw = pos.zw;
return o;
}
float SampleDepthLod(int2 uv, int lod)
{
int2 mipCoord = uv >> lod;
int2 mipOffset = _DepthPyramidMipLevelOffsets[lod];
float deviceDepth = LOAD_TEXTURE2D_X(_CameraDepthTexture, mipOffset + mipCoord).r;
return deviceDepth;
}
[numthreads(64,1,1)]
void CSMain(uint3 dispatchThreadId : SV_DispatchThreadID)
{
if (dispatchThreadId.x >= _FullVolumeCount)
{
return; // early exit if outside our range
}
OrientedBoundingBox box = _VolumeBounds[dispatchThreadId.x];
// Compute the 8 corners of the OBB.
// The box is defined by its center, two axes (right & up) and its extents.
// We compute the forward vector as the cross product (assuming right and up are orthogonal).
float3 right = box.right * box.extent.x;
float3 up = box.up * box.extent.y;
float3 forward = normalize(cross(box.right, box.up));
float3 fExtent = forward * box.extent.z;
float3 corners[8];
corners[0] = box.center + right + up + fExtent;
corners[1] = box.center + right + up - fExtent;
corners[2] = box.center + right - up + fExtent;
corners[3] = box.center + right - up - fExtent;
corners[4] = box.center - right + up + fExtent;
corners[5] = box.center - right + up - fExtent;
corners[6] = box.center - right - up + fExtent;
corners[7] = box.center - right - up - fExtent;
// Compute screen-space bounding rectangle and find the minimum depth (closest point)
float2 screenMin = float2(FLT_MAX, FLT_MAX);
float2 screenMax = float2(-FLT_MAX, -FLT_MAX);
float boxMaxDepth = -FLT_MAX;
[unroll]
for (int j = 0; j < 8; ++j)
{
float3 cornerRWS = GetCameraRelativePositionWS(corners[j]);
float4 positionCS = TransformWorldToHClip(cornerRWS);
positionCS /= positionCS.w;
float2 screenPos = ComputeScreenPos(positionCS, _ProjectionParams.x).xy * _ScreenSize.xy;
screenMin = min(screenMin, screenPos);
screenMax = max(screenMax, screenPos);
boxMaxDepth = max(boxMaxDepth, positionCS.z);
}
// For HZ culling we need to sample the proper mip level.
// We estimate the rectangle size in pixels.
float rectWidth = (screenMax.x - screenMin.x);
float rectHeight = (screenMax.y - screenMin.y);
float rectSize = max(rectWidth, rectHeight);
int mipLevel = (int)clamp(floor(log2(rectSize)), 0.0, (float)_DepthPyramidMaxMip);
// Sample the hierarchical depth texture.
// Here we simply sample at the center of the rectangle.
// TODO: Use a more sophisticated method to sample the depth pyramid.
int2 uvCenter = (screenMin + screenMax) * 0.5;
float occluderDepth = SampleDepthLod(uvCenter, mipLevel);
// Perform the occlusion test:
// If the closest point of the box (boxMaxDepth) is behind the occluder,
// then the box is completely occluded.
// TODO: pack 16 bits index to save memory
if (occluderDepth <= boxMaxDepth)
{
uint index;
_VisibleVolumeCount.InterlockedAdd(0, 1, index);
_VisibleVolumeIndices.Store(index << 2, dispatchThreadId.x);
}
}