// 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 _VolumeBounds; StructuredBuffer _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); } }