@@ -170,15 +170,14 @@ void CS_RasterizeHeightfield(uint3 DispatchThreadId : SV_DispatchThreadID)
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// Convert voxel world-space position into heightfield local-space position and get heightfield UV
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float4x4 worldToLocal = ToMatrix4x4(objectData.WorldToVolume);
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float3 volumePos = mul(float4(voxelWorldPos, 1), worldToLocal).xyz;
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float3 volumeUV = volumePos * objectData.VolumeToUVWMul + objectData.VolumeToUVWAdd;
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float2 heightfieldUV = float2(volumeUV.x, volumeUV.z);
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// Sample heightfield around the voxel location (heightmap uses point sampler)
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Texture2D<float4> heightmap = ObjectsTextures[i];
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float4 localToUV = float4(objectData.VolumeToUVWMul.xz, objectData.VolumeToUVWAdd.xz);
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#if 1
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float3 n00, n10, n01, n11;
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bool h00, h10, h01, h11;
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float offset = CascadeVoxelSize * 2;
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float offset = CascadeVoxelSize;
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float3 p00 = SampleHeightmap(heightmap, volumePos + float3(-offset, 0, 0), localToUV, n00, h00, objectData.MipOffset);
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float3 p10 = SampleHeightmap(heightmap, volumePos + float3(+offset, 0, 0), localToUV, n10, h10, objectData.MipOffset);
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float3 p01 = SampleHeightmap(heightmap, volumePos + float3(0, 0, -offset), localToUV, n01, h01, objectData.MipOffset);
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@@ -189,6 +188,11 @@ void CS_RasterizeHeightfield(uint3 DispatchThreadId : SV_DispatchThreadID)
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float3 heightfieldNormal = (n00 + n10 + n01 + n11) * 0.25f;
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heightfieldNormal = normalize(heightfieldNormal);
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bool isHole = h00 || h10 || h01 || h11;
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#else
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float3 heightfieldNormal;
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bool isHole;
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float3 heightfieldPosition = SampleHeightmap(heightmap, volumePos, localToUV, heightfieldNormal, isHole, objectData.MipOffset);
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#endif
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// Skip holes and pixels outside the heightfield
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if (isHole)
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@@ -35,11 +35,11 @@ float3 SampleHeightmap(Texture2D<float4> heightmap, float3 localPosition, float4
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{
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// Sample heightmap
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float2 uv = localPosition.xz * localToUV.xy + localToUV.zw;
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float4 value = heightmap.SampleLevel(SamplerPointClamp, uv, mipOffset);
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float4 value = heightmap.SampleLevel(SamplerLinearClamp, uv, mipOffset);
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// Decode heightmap
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normal = DecodeHeightmapNormal(value, isHole);
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float height = DecodeHeightmapHeight(value);;
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float height = DecodeHeightmapHeight(value);
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float3 position = float3(localPosition.x, height, localPosition.z);
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// UVs outside the heightmap are empty
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