#pragma kernel FgFiltBody //float4x4 _Transform; uint _NumBodies; //float4 BodyPos[10]; //float4 BodyDistXY[10]; //float4 BodyDistZ[10]; float4 _BodyPosMin[10]; float4 _BodyPosMaxX[10]; float4 _BodyPosMaxY[10]; float4 _BodyPosMaxZ[10]; float4 _BodyPosDot[10]; RWTexture2D _VertexTex; RWTexture2D _AlphaTex; [numthreads(8, 8, 1)] void FgFiltBody(uint3 id : SV_DispatchThreadID) { float4 vertex = _VertexTex[id.xy]; float3 vpos = (float3)vertex; // mul(_Transform, vertex).xyz; bool mask0 = (vertex.a > 0.0) && (_NumBodies != 0); // && (vpos.y >= 0); bool mask = false; for (uint i = 0; mask0 && i < _NumBodies; i++) { //if (distance(vpos, BodyPos[i].xyz) <= 0.2) // mask = true; //float4 distXY = BodyDistXY[i]; //float4 distZ = BodyDistZ[i]; //bool isInside = vpos.x >= distXY.x && vpos.x <= distXY.y && vpos.y >= distXY.z && vpos.y <= distXY.w && vpos.z >= distZ.x && vpos.z <= distZ.y; //mask = mask && isInside; float3 pmin = (float3)_BodyPosMin[i]; float3 pv = vpos - pmin; float3 px = (float3)_BodyPosMaxX[i]; float3 py = (float3)_BodyPosMaxY[i]; float3 pz = (float3)_BodyPosMaxZ[i]; float3 pdot = (float3)_BodyPosDot[i]; float dx = dot(pv, px); bool bx = dx >= 0.0 && dx <= pdot.x; float dy = dot(pv, py); bool by = dy >= 0.0 && dy <= pdot.y; float dz = dot(pv, pz); bool bz = dz >= 0.0 && dz <= pdot.z; mask = mask || (bx && by && bz); if (mask) break; } mask = mask * mask; // make it positive //_VertexTex[id.xy] = float4(mask, mask, mask, mask); _AlphaTex[id.xy] = float4(mask, mask, mask, mask); }