#pragma kernel CSMain #pragma kernel CSMain2 RWTexture3D Result; Texture3D PrevResult; Texture3D RG0; SamplerState _PointClamp; int Resolution; int VoxelAA; float4 VoxelOriginDelta; 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) * 1.25; result.a += blockerValue; 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; } }