Added AoVolumePassContext;

Added AoVolumePassBuffer;

Changed center of each OBB in FrustumCullingJob from world position to camera-relative world position;
Changed outputVolumeData and outputVolumeBounds from NativeList to NativeArray;
This commit is contained in:
2025-03-02 17:59:26 +09:00
parent d0fc79923c
commit f9ed0e7769
21 changed files with 547 additions and 583 deletions

View File

@@ -17,7 +17,7 @@ uint _DepthPyramidMaxMip;
StructuredBuffer<OrientedBoundingBox> _VolumeBounds;
StructuredBuffer<int2> _DepthPyramidMipLevelOffsets;
RWByteAddressBuffer _VisibleVolumeCount : register(u0);
RWByteAddressBuffer _VisibleVolumeCounter : register(u0);
RWByteAddressBuffer _VisibleVolumeIndices : register(u1);
float SampleDepthLod(int2 uv, int lod)
@@ -42,20 +42,20 @@ void CSMain(uint3 dispatchThreadId : SV_DispatchThreadID)
// 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 rightExtent = box.right * box.extent.x;
float3 upExtent = box.up * box.extent.y;
float3 forward = normalize(cross(box.right, box.up));
float3 forwardExtent = forward * box.extent.z;
float3 rightExtent = box.right.xyz * box.extentX;
float3 upExtent = box.up.xyz * box.extentY;
float3 forward = normalize(cross(box.right.xyz, box.up.xyz));
float3 forwardExtent = forward * box.extentZ;
float3 corners[_CORNERS_COUNT];
corners[0] = box.center + rightExtent + upExtent + forwardExtent;
corners[1] = box.center + rightExtent + upExtent - forwardExtent;
corners[2] = box.center + rightExtent - upExtent + forwardExtent;
corners[3] = box.center + rightExtent - upExtent - forwardExtent;
corners[4] = box.center - rightExtent + upExtent + forwardExtent;
corners[5] = box.center - rightExtent + upExtent - forwardExtent;
corners[6] = box.center - rightExtent - upExtent + forwardExtent;
corners[7] = box.center - rightExtent - upExtent - forwardExtent;
corners[0] = box.center.xyz + rightExtent + upExtent + forwardExtent;
corners[1] = box.center.xyz + rightExtent + upExtent - forwardExtent;
corners[2] = box.center.xyz + rightExtent - upExtent + forwardExtent;
corners[3] = box.center.xyz + rightExtent - upExtent - forwardExtent;
corners[4] = box.center.xyz - rightExtent + upExtent + forwardExtent;
corners[5] = box.center.xyz - rightExtent + upExtent - forwardExtent;
corners[6] = box.center.xyz - rightExtent - upExtent + forwardExtent;
corners[7] = box.center.xyz - rightExtent - upExtent - forwardExtent;
// Compute screen-space bounding rectangle and find the maximum depth (closest point)
float2 screenMin = float2(_FLT_MAX, _FLT_MAX);
@@ -67,8 +67,7 @@ void CSMain(uint3 dispatchThreadId : SV_DispatchThreadID)
[unroll]
for (int i = 0; i < _CORNERS_COUNT; i++)
{
float3 cornerRWS = GetCameraRelativePositionWS(corners[i]);
float4 positionCS = TransformWorldToHClip(cornerRWS);
float4 positionCS = TransformWorldToHClip(corners[i]);
positionCS /= positionCS.w;
float2 positionNDC = ComputePositionNDC(positionCS, _ProjectionParams.x).xy;
@@ -100,7 +99,7 @@ void CSMain(uint3 dispatchThreadId : SV_DispatchThreadID)
if (occluderDepth <= boxMaxDepth)
{
uint index;
_VisibleVolumeCount.InterlockedAdd(0, 1, index);
_VisibleVolumeCounter.InterlockedAdd(0, 1, index);
_VisibleVolumeIndices.Store(index << 2, dispatchThreadId.x);
break;