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53 lines
1.0 KiB
53 lines
1.0 KiB
#pragma kernel BakeColorDepth
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uint2 _ColorRes;
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uint2 _DepthRes;
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StructuredBuffer<uint> _DepthMap;
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StructuredBuffer<float> _Color2DepthMap;
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//Texture2D<float4> _ColorTex;
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RWStructuredBuffer<uint> _ColorDepthMap;
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[numthreads(8, 8, 1)]
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void BakeColorDepth(uint3 id : SV_DispatchThreadID)
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{
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//if (id.x & 1 == 0)
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{
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// depth0
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uint ci = id.x + id.y * _ColorRes.x;
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uint depth = 0;
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if (!isinf(_Color2DepthMap[ci << 1]))
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{
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int dx = _Color2DepthMap[ci << 1];
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int dy = _Color2DepthMap[(ci << 1) + 1];
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uint di = dx + dy * _DepthRes.x;
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uint depth2 = _DepthMap[di >> 1];
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depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
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}
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uint cdepth0 = depth;
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// depth1
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uint ci1 = ci + 1;
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depth = 0;
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if (!isinf(_Color2DepthMap[ci1 << 1]))
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{
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int dx = _Color2DepthMap[ci1 << 1];
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int dy = _Color2DepthMap[(ci1 << 1) + 1];
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uint di = dx + dy * _DepthRes.x;
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uint depth2 = _DepthMap[di >> 1];
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depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
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}
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uint cdepth1 = depth << 16;
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_ColorDepthMap[ci >> 1] = cdepth0 | cdepth1;
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}
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}
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