UnityGame/Library/PackageCache/com.unity.render-pipelines.core/ShaderLibrary/VertexCubeSlicing.hlsl

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2024-10-27 10:53:47 +03:00
#ifndef VERTEX_CUBE_SLICING
# define VERTEX_CUBE_SLICING
// Box - plane slicing from 'A Vertex Program for Efficient Box-Plane Intersection'
// Optimized with 'A COMPARISON OF GPU BOX-PLANE INTERSECTION ALGORITHMS FOR DIRECT VOLUME RENDERING'
static const int sequence[16] = {
0, 1, 2, 3, 4, 5, 6, 7,
1, 2, 3, 0, 7, 4, 5, 6,
};
static const int v1[24] = {
0, 1, 4, -1,
1, 0, 1, 4,
0, 2, 5, -1,
2, 0, 2, 5,
0, 3, 6, -1,
3, 0, 3, 6
};
static const int v2[24] = {
1, 4, 7, -1,
5, 1, 4, 7,
2, 5, 7, -1,
6, 2, 5, 7,
3, 6, 7, -1,
4, 3, 6, 7
};
#ifdef GET_CUBE_VERTEX_POSITION
float3 ComputeCubeSliceVertexPositionRWS(float3 cameraViewDirection, float planeDistance, int vertexId)
{
float3 position = 0;
for (int i = 0; i < 4; ++i)
{
int vidx1 = sequence[int(v1[vertexId * 4 + i])];
int vidx2 = sequence[int(v2[vertexId * 4 + i])];
float3 vecV1 = GET_CUBE_VERTEX_POSITION(vidx1);
float3 vecV2 = GET_CUBE_VERTEX_POSITION(vidx2);
float3 intersection = 0;
if (RayPlaneSegmentIntersect(vecV1, vecV2 - vecV1, cameraViewDirection, planeDistance, intersection))
{
position = intersection;
break;
}
}
return position;
}
#endif // GET_CUBE_VERTEX_POSITION
#endif // VERTEX_CUBE_SLICING