Files
com.misaki.ao-volume/Runtime/Shader/HizCulling.compute
2025-03-01 16:58:26 +09:00

109 lines
4.2 KiB
Plaintext

// 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"
#include "Packages/com.misaki.ao-volume/Runtime/Shader/Includes/Common.hlsl"
#define _FLT_MIN 1.175494351e-38 // Minimum representable positive floating-point number
#define _FLT_MAX 3.402823466e+38 // Maximum representable floating-point number
#define _CORNERS_COUNT 8
uint _FullVolumeCount;
uint _DepthPyramidMaxMip;
StructuredBuffer<OrientedBoundingBox> _VolumeBounds;
StructuredBuffer<int2> _DepthPyramidMipLevelOffsets;
RWByteAddressBuffer _VisibleVolumeCount : register(u0);
RWByteAddressBuffer _VisibleVolumeIndices : register(u1);
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;
}
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 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 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;
// Compute screen-space bounding rectangle and find the maximum depth (closest point)
float2 screenMin = float2(_FLT_MAX, _FLT_MAX);
float2 screenMax = float2(-_FLT_MAX, -_FLT_MAX);
float boxMaxDepth = 0.0;
float2 cornerPositionSS[_CORNERS_COUNT];
[unroll]
for (int i = 0; i < _CORNERS_COUNT; i++)
{
float3 cornerRWS = GetCameraRelativePositionWS(corners[i]);
float4 positionCS = TransformWorldToHClip(cornerRWS);
positionCS /= positionCS.w;
float2 positionNDC = ComputePositionNDC(positionCS, _ProjectionParams.x).xy;
screenMin = min(screenMin, positionNDC);
screenMax = max(screenMax, positionNDC);
boxMaxDepth = max(boxMaxDepth, positionCS.z);
cornerPositionSS[i] = positionNDC * _ScreenSize.xy;
}
float rectWidth = (screenMax.x - screenMin.x);
float rectHeight = (screenMax.y - screenMin.y);
float rectSize = max(rectWidth, rectHeight);
int maxMipLevel = min(_DepthPyramidMaxMip, 14);
int mipLevel = (int)ceil((float)maxMipLevel - max(log2(1.0 / (rectSize * rectSize)), 0));
[unroll]
for (int j = 0; j < _CORNERS_COUNT; j++)
{
float2 uv = cornerPositionSS[j];
float occluderDepth = SampleDepthLod(uv, mipLevel);
// Perform the occlusion test:
// If the closest point of the box (boxMaxDepth) is behind the occluder, then the box is completely occluded.
// Note that depth buffer in hdrp is stored in a non-normalized reversed range [0, 1] (0 is far, 1 is near).
// TODO: pack 16 bits index to save memory
if (occluderDepth <= boxMaxDepth)
{
uint index;
_VisibleVolumeCount.InterlockedAdd(0, 1, index);
_VisibleVolumeIndices.Store(index << 2, dispatchThreadId.x);
break;
}
}
}