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							34 lines
						
					
					
						
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							34 lines
						
					
					
						
							765 B
						
					
					
				
								#pragma kernel BakeVertexTex
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								uint2 PointCloudRes;
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								float2 SpaceScale;
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								uint MinDepth;
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								uint MaxDepth;
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								StructuredBuffer<float> SpaceTable;
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								StructuredBuffer<uint> DepthMap;
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								RWTexture2D<float4> PointCloudVertexTex;
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								[numthreads(8, 8, 1)]
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								void BakeVertexTex(uint3 id : SV_DispatchThreadID)
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								{
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								    uint i = id.x + id.y * PointCloudRes.x;
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									uint depth2 = DepthMap[i >> 1];
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									uint depth = i & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
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									depth = (depth >= MinDepth && depth <= MaxDepth) * depth;
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									float fDepth = (float)depth / 1000.0;
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									bool mask = depth != 0;
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								    float3 pos = float3(
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										SpaceTable[i * 3] * fDepth * SpaceScale.x,
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								        SpaceTable[i * 3 + 1] * fDepth * SpaceScale.y,
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								        mask ? fDepth : 1000
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								    );
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									PointCloudVertexTex[id.xy] = float4(pos, mask);
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								}
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