#pragma kernel CSMain struct InstData { float3 pos; float3 angle; float3 scale; }; RWStructuredBuffer _InstDataBuffer; // float4 _FrustumPlanes[6]; float3 _BoundMin; float3 _BoundMax; AppendStructuredBuffer _CullIDsBuffer; float4 EularToQuaternion(float3 angle) { float X = angle.x * 0.0174532925 / 2; float Y = angle.y * 0.0174532925 / 2; float Z = angle.z * 0.0174532925 / 2; float x = sin(X) * cos(Y) * cos(Z) + cos(X) * sin(Y) * sin(Z); float y = cos(X) * sin(Y) * cos(Z) - sin(X) * cos(Y) * sin(Z); float z = cos(X) * cos(Y) * sin(Z) - sin(X) * sin(Y) * cos(Z); float w = cos(X) * cos(Y) * cos(Z) + sin(X) * sin(Y) * sin(Z); return float4(x, y, z, w); } float4x4 TRSMatrix(float3 position, float4 rotation, float3 scale) { float4x4 m = 0.0; m[0][0] = (1.0 - 2.0 * (rotation.y * rotation.y + rotation.z * rotation.z)) * scale.x; m[1][0] = (rotation.x * rotation.y + rotation.z * rotation.w) * scale.x * 2.0; m[2][0] = (rotation.x * rotation.z - rotation.y * rotation.w) * scale.x * 2.0; m[3][0] = 0.0; m[0][1] = (rotation.x * rotation.y - rotation.z * rotation.w) * scale.y * 2.0; m[1][1] = (1.0 - 2.0 * (rotation.x * rotation.x + rotation.z * rotation.z)) * scale.y; m[2][1] = (rotation.y * rotation.z + rotation.x * rotation.w) * scale.y * 2.0; m[3][1] = 0.0; m[0][2] = (rotation.x * rotation.z + rotation.y * rotation.w) * scale.z * 2.0; m[1][2] = (rotation.y * rotation.z - rotation.x * rotation.w) * scale.z * 2.0; m[2][2] = (1.0 - 2.0 * (rotation.x * rotation.x + rotation.y * rotation.y)) * scale.z; m[3][2] = 0.0; m[0][3] = position.x; m[1][3] = position.y; m[2][3] = position.z; m[3][3] = 1.0; return m; } bool IsOutsideThePlane(float4 plane, float3 position) { return dot(plane.xyz, position) + plane.w > 0; } void FrustumCull(float index) { InstData instData = _InstDataBuffer[index]; // float4x4 m = TRSMatrix(instData.pos, EularToQuaternion(instData.angle), instData.scale); float4 boundPoints[8]; boundPoints[0] = mul(m, float4(_BoundMin, 1)); boundPoints[1] = mul(m, float4(_BoundMax, 1)); boundPoints[2] = mul(m, float4(_BoundMax.x, _BoundMax.y, _BoundMin.z, 1)); boundPoints[3] = mul(m, float4(_BoundMax.x, _BoundMin.y, _BoundMax.z, 1)); boundPoints[4] = mul(m, float4(_BoundMax.x, _BoundMin.y, _BoundMin.z, 1)); boundPoints[5] = mul(m, float4(_BoundMin.x, _BoundMax.y, _BoundMax.z, 1)); boundPoints[6] = mul(m, float4(_BoundMin.x, _BoundMax.y, _BoundMin.z, 1)); boundPoints[7] = mul(m, float4(_BoundMin.x, _BoundMin.y, _BoundMax.z, 1)); for (int i = 0; i < 6; i++) { for (int j = 0; j < 8; j++) { float3 p = boundPoints[j].xyz; if (!IsOutsideThePlane(_FrustumPlanes[i], p)) { break; } if (j == 7) { return; } } } _CullIDsBuffer.Append(index); } // We used to just be able to use (1, 1, 1) threads for whatever population (not sure the old limit), but a Unity update // imposed a thread limit of 65535. Now, to populations above that, we need to be more granular with our threads. [numthreads(128, 1, 1)] void CSMain(uint3 id : SV_DispatchThreadID) { //Action(id.x); FrustumCull(id.x); }