Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /Nature /SpeedTreeUtility.hlsl
| uint2 ComputeFadeMaskSeed(float3 V, uint2 positionSS) | |
| { | |
| uint2 fadeMaskSeed; | |
| // Is this a reasonable quality gate? | |
| if (IsPerspectiveProjection()) | |
| { | |
| // Start with the world-space direction V. It is independent from the orientation of the camera, | |
| // and only depends on the position of the camera and the position of the fragment. | |
| // Now, project and transform it into [-1, 1]. | |
| float2 pv = PackNormalOctQuadEncode(V); | |
| // Rescale it to account for the resolution of the screen. | |
| pv *= _ScreenParams.xy; | |
| // The camera only sees a small portion of the sphere, limited by hFoV and vFoV. | |
| // Therefore, we must rescale again (before quantization), roughly, by 1/tan(FoV/2). | |
| pv *= UNITY_MATRIX_P._m00_m11; | |
| // Truncate and quantize. | |
| fadeMaskSeed = asuint((int2)pv); | |
| } | |
| else | |
| { | |
| // Can't use the view direction, it is the same across the entire screen. | |
| fadeMaskSeed = positionSS; | |
| } | |
| return fadeMaskSeed; | |
| } | |