#pragma kernel CSMain #pragma kernel CSMain2 RWTexture3D Result; Texture3D PrevResult; Texture3D 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; } }