mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
112 lines
2.3 KiB
Text
112 lines
2.3 KiB
Text
|
#pragma kernel CSMain
|
||
|
#pragma kernel CSMain2
|
||
|
|
||
|
RWTexture3D<float4> Result;
|
||
|
Texture3D<float4> PrevResult;
|
||
|
|
||
|
Texture3D<uint> RG0;
|
||
|
|
||
|
SamplerState _PointClamp;
|
||
|
|
||
|
int Resolution;
|
||
|
int VoxelAA;
|
||
|
|
||
|
float4 VoxelOriginDelta;
|
||
|
|
||
|
float4 ClipmapOverlap;
|
||
|
|
||
|
float2 IntToFloats(uint intval)
|
||
|
{
|
||
|
float value1 = f16tof32(intval);
|
||
|
float value2 = f16tof32(intval / 0x0000FFFF);
|
||
|
return float2(value1, value2);
|
||
|
}
|
||
|
|
||
|
float3 hsv2rgb(float3 c)
|
||
|
{
|
||
|
float4 k = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||
|
float3 p = abs(frac(c.xxx + k.xyz) * 6.0 - k.www);
|
||
|
return c.z * lerp(k.xxx, saturate(p - k.xxx), c.y);
|
||
|
}
|
||
|
|
||
|
float4 DecodeRGBAuint(uint value)
|
||
|
{
|
||
|
uint ai = value & 0x0000007F;
|
||
|
uint vi = (value / 0x00000080) & 0x000007FF;
|
||
|
uint si = (value / 0x00040000) & 0x0000007F;
|
||
|
uint hi = value / 0x02000000;
|
||
|
|
||
|
float h = float(hi) / 127.0;
|
||
|
float s = float(si) / 127.0;
|
||
|
float v = (float(vi) / 2047.0) * 10.0;
|
||
|
float a = ai * 2.0;
|
||
|
|
||
|
v = pow(v, 3.0);
|
||
|
|
||
|
float3 color = hsv2rgb(float3(h, s, v));
|
||
|
|
||
|
return float4(color.rgb, a);
|
||
|
}
|
||
|
|
||
|
[numthreads(16,16,1)]
|
||
|
void CSMain (uint3 id : SV_DispatchThreadID)
|
||
|
{
|
||
|
for (int i = 0; i < Resolution; i++)
|
||
|
{
|
||
|
float4 result = float4(0,0,0,0);
|
||
|
|
||
|
result.rgba = DecodeRGBAuint(RG0[uint3(id.x, id.y, i)]);
|
||
|
|
||
|
result /= 1 + VoxelAA * 3;
|
||
|
|
||
|
result.rgb /= max(result.a, 2.0);
|
||
|
|
||
|
float blockerValue = 0.0;
|
||
|
|
||
|
if (result.a > 20.0)
|
||
|
{
|
||
|
blockerValue = max(0.0, result.a - 20.0);
|
||
|
}
|
||
|
|
||
|
result.a = min(result.a, 2.0) * 1.0;
|
||
|
result.a += blockerValue;
|
||
|
|
||
|
/*
|
||
|
uint3 writeCoord = uint3(id.xy, i);
|
||
|
|
||
|
float3 fcoord = float3((float)id.x / Resolution, (float)id.y / Resolution, (float)i / Resolution);
|
||
|
float3 refcoord = fcoord * 0.5 + 0.25;
|
||
|
refcoord += ClipmapOverlap.xyz * 1.0;
|
||
|
float minCoord = 0.0;
|
||
|
float maxCoord = 1.0;
|
||
|
|
||
|
//if (refcoord.x > maxCoord || refcoord.x < minCoord || refcoord.y > maxCoord || refcoord.y < minCoord || refcoord.z > maxCoord || refcoord.z < minCoord)
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
if (id.x == 0 || id.x == Resolution - 1 || id.y == 0 || id.y == Resolution - 1 || i == 0 || i == Resolution - 1)
|
||
|
{
|
||
|
//result = float4(0.0, 0.0, 0.0, 0.0);
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
Result[uint3(id.xy, i)] = result;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[numthreads(16,16,1)]
|
||
|
void CSMain2 (uint3 id : SV_DispatchThreadID)
|
||
|
{
|
||
|
for (int i = 0; i < Resolution; i++)
|
||
|
{
|
||
|
float4 result = float4(0,0,0,0);
|
||
|
|
||
|
result.rgba = DecodeRGBAuint(RG0[uint3(id.x, id.y, i)]);
|
||
|
|
||
|
result.rgb /= max(2.0, result.a);
|
||
|
|
||
|
Result[uint3(id.xy, i)] = result;
|
||
|
}
|
||
|
}
|