UnityGame/Library/PackageCache/com.unity.render-pipelines.core/Runtime/GPUDriven/OcclusionCullingCommon.hlsl
2024-10-27 10:53:47 +03:00

107 lines
4.4 KiB
HLSL

#ifndef _OCCLUSION_CULLING_COMMON_H
#define _OCCLUSION_CULLING_COMMON_H
// If using this the shader should add
// #pragma multi_compile _ OCCLUSION_DEBUG
// before including this file
#include "Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/OcclusionCullingCommon.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/OcclusionCullingCommonShaderVariables.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/OcclusionTestCommon.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GeometryUtilities.hlsl"
#define OCCLUSION_ENABLE_GATHER_TRIM 1
TEXTURE2D(_OccluderDepthPyramid);
SAMPLER(s_linear_clamp_sampler);
#ifdef OCCLUSION_DEBUG
RWStructuredBuffer<uint> _OcclusionDebugOverlay;
uint OcclusionDebugOverlayOffset(uint2 coord)
{
return OCCLUSIONCULLINGCOMMONCONFIG_DEBUG_PYRAMID_OFFSET + coord.x + _OccluderMipLayoutSizeX * coord.y;
}
#endif
bool IsOcclusionVisible(float3 frontCenterPosRWS, float2 centerPosNDC, float2 radialPosNDC, int subviewIndex)
{
bool isVisible = true;
float queryClosestDepth = ComputeNormalizedDeviceCoordinatesWithZ(frontCenterPosRWS, _ViewProjMatrix[subviewIndex]).z;
bool isBehindCamera = dot(frontCenterPosRWS, _FacingDirWorldSpace[subviewIndex].xyz) >= 0.f;
float2 centerCoordInTopMip = centerPosNDC * _DepthSizeInOccluderPixels.xy;
float radiusInPixels = length((radialPosNDC - centerPosNDC) * _DepthSizeInOccluderPixels.xy);
// log2 of the radius in pixels for the gather4 mip level
int mipLevel = 0;
float mipPartUnused = frexp(radiusInPixels, mipLevel);
mipLevel = max(mipLevel + 1, 0);
if (mipLevel < OCCLUSIONCULLINGCOMMONCONFIG_MAX_OCCLUDER_MIPS && !isBehindCamera)
{
// scale our coordinate to this mip
float2 centerCoordInChosenMip = ldexp(centerCoordInTopMip, -mipLevel);
int4 mipBounds = _OccluderMipBounds[mipLevel];
mipBounds.y += subviewIndex * _OccluderMipLayoutSizeY;
if ((_OcclusionTestDebugFlags & OCCLUSIONTESTDEBUGFLAG_ALWAYS_PASS) == 0)
{
// gather4 occluder depths to cover this radius
float2 gatherUv = (float2(mipBounds.xy) + clamp(centerCoordInChosenMip, .5f, float2(mipBounds.zw) - .5f)) * _OccluderDepthPyramidSize.zw;
float4 gatherDepths = GATHER_TEXTURE2D(_OccluderDepthPyramid, s_linear_clamp_sampler, gatherUv);
float occluderDepth = FarthestDepth(gatherDepths);
isVisible = IsVisibleAfterOcclusion(occluderDepth, queryClosestDepth);
}
#ifdef OCCLUSION_DEBUG
// show footprint of gather4 in debug output
bool countForOverlay = ((_OcclusionTestDebugFlags & OCCLUSIONTESTDEBUGFLAG_COUNT_VISIBLE) != 0);
if (!isVisible)
countForOverlay = !countForOverlay;
if (countForOverlay)
{
uint2 debugCoord = mipBounds.xy + uint2(clamp(int2(centerCoordInChosenMip - .5f), 0, mipBounds.zw - 2));
InterlockedAdd(_OcclusionDebugOverlay[OcclusionDebugOverlayOffset(debugCoord + uint2(0, 0))], 1);
InterlockedAdd(_OcclusionDebugOverlay[OcclusionDebugOverlayOffset(debugCoord + uint2(1, 0))], 1);
InterlockedAdd(_OcclusionDebugOverlay[OcclusionDebugOverlayOffset(debugCoord + uint2(0, 1))], 1);
InterlockedAdd(_OcclusionDebugOverlay[OcclusionDebugOverlayOffset(debugCoord + uint2(1, 1))], 1);
// accumulate the total in the first slot
InterlockedAdd(_OcclusionDebugOverlay[0], 1);
}
#endif
}
return isVisible;
}
bool IsOcclusionVisible(BoundingObjectData data, int subviewIndex)
{
return IsOcclusionVisible(data.frontCenterPosRWS, data.centerPosNDC, data.radialPosNDC, subviewIndex);
}
bool IsOcclusionVisible(SphereBound boundingSphere, int subviewIndex)
{
BoundingObjectData data = CalculateBoundingObjectData(
boundingSphere,
_ViewProjMatrix[subviewIndex],
_ViewOriginWorldSpace[subviewIndex],
_RadialDirWorldSpace[subviewIndex],
_FacingDirWorldSpace[subviewIndex]);
return IsOcclusionVisible(data, subviewIndex);
}
bool IsOcclusionVisible(CylinderBound cylinderBound, int subviewIndex)
{
BoundingObjectData data = CalculateBoundingObjectData(
cylinderBound,
_ViewProjMatrix[subviewIndex],
_ViewOriginWorldSpace[subviewIndex],
_RadialDirWorldSpace[subviewIndex],
_FacingDirWorldSpace[subviewIndex]);
return IsOcclusionVisible(data, subviewIndex);
}
#endif