34 lines
765 B
Text
34 lines
765 B
Text
#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 % 2 == 0 ? depth2 <<= 16 : depth2) >> 16;
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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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