public bool RenderIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount)
        {
            // Bind the indirect diffuse texture
            BindIndirectDiffuseTexture(cmd);

            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironment               = m_RaytracingManager.CurrentEnvironment();
            RayTracingShader        indirectDiffuseShader       = m_PipelineAsset.renderPipelineRayTracingResources.indirectDiffuseRaytracing;
            ComputeShader           indirectDiffuseAccumulation = m_PipelineAsset.renderPipelineRayTracingResources.indirectDiffuseAccumulation;
            var settings             = VolumeManager.instance.stack.GetComponent <GlobalIllumination>();
            var lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();

            bool invalidState = rtEnvironment == null || !settings.enableRayTracing.value ||
                                indirectDiffuseShader == null || indirectDiffuseAccumulation == null ||
                                m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // If no acceleration structure available, end it now
            if (invalidState)
            {
                return(false);
            }

            // Grab the acceleration structures and the light cluster to use
            RayTracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironment.indirectDiffuseLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RaytracingManager.RequestLightCluster(rtEnvironment.indirectDiffuseLayerMask);

            // Compute the actual resolution that is needed base on the quality
            string targetRayGen = m_RayGenIndirectDiffuseName;

            // Define the shader pass to use for the indirect diffuse pass
            cmd.SetRayTracingShaderPass(indirectDiffuseShader, "IndirectDXR");

            // Set the acceleration structure for the pass
            cmd.SetRayTracingAccelerationStructure(indirectDiffuseShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, settings.rayLength.value);
            cmd.SetRayTracingIntParams(indirectDiffuseShader, HDShaderIDs._RaytracingNumSamples, settings.numSamples.value);
            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._IndirectDiffuseTextureRW, m_IndirectDiffuseTexture);
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

            // Set the indirect diffuse parameters
            cmd.SetRayTracingFloatParams(indirectDiffuseShader, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);

            // Set ray count texture
            cmd.SetRayTracingIntParam(indirectDiffuseShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled());
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture);

            // Compute the pixel spread value
            float pixelSpreadAngle = Mathf.Atan(2.0f * Mathf.Tan(hdCamera.camera.fieldOfView * Mathf.PI / 360.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight));

            cmd.SetRayTracingFloatParam(indirectDiffuseShader, HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle);

            // LightLoop data
            cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
            cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
            cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
            cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
            cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, lightClusterSettings.maxNumLightsPercell.value);
            cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
            cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

            // Set the data for the ray miss
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection);

            // Compute the actual resolution that is needed base on the quality
            int widthResolution  = hdCamera.actualWidth;
            int heightResolution = hdCamera.actualHeight;

            // Run the computation
            CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", true);
            cmd.DispatchRays(indirectDiffuseShader, targetRayGen, (uint)widthResolution, (uint)heightResolution, 1);
            CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);

            if (settings.enableFilter.value)
            {
                // Grab the history buffer
                RTHandleSystem.RTHandle indirectDiffuseHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuse)
                                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuse, IndirectDiffuseHistoryBufferAllocatorFunction, 1);

                HDSimpleDenoiser simpleDenoiser = m_RaytracingManager.GetSimpleDenoiser();
                simpleDenoiser.DenoiseBuffer(cmd, hdCamera, m_IndirectDiffuseTexture, indirectDiffuseHistory, m_DenoiseBuffer0, settings.filterRadius.value, singleChannel: false);
                HDUtils.BlitCameraTexture(cmd, m_DenoiseBuffer0, m_IndirectDiffuseTexture);
            }

            // If we are in deferred mode, we need to make sure to add the indirect diffuse (that we intentionally ignored during the GBuffer pass)
            // Note that this discards the texture/object ambient occlusion. But we consider that okay given that the ray traced indirect diffuse
            // is a physically correct evaluation of that quantity
            if (hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred)
            {
                int indirectDiffuseKernel = indirectDiffuseAccumulation.FindKernel("IndirectDiffuseAccumulation");

                // Bind the source texture
                cmd.SetComputeTextureParam(indirectDiffuseAccumulation, indirectDiffuseKernel, HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseTexture);

                // Bind the output texture
                cmd.SetComputeTextureParam(indirectDiffuseAccumulation, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[0], m_GBufferManager.GetBuffer(0));
                cmd.SetComputeTextureParam(indirectDiffuseAccumulation, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[3], m_GBufferManager.GetBuffer(3));

                // Evaluate the dispatch parameters
                int areaTileSize = 8;
                int numTilesX    = (widthResolution + (areaTileSize - 1)) / areaTileSize;
                int numTilesY    = (heightResolution + (areaTileSize - 1)) / areaTileSize;

                // Add the indirect diffuse to the GBuffer
                cmd.DispatchCompute(indirectDiffuseAccumulation, indirectDiffuseKernel, numTilesX, numTilesY, 1);
            }

            (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, m_IndirectDiffuseTexture, FullScreenDebugMode.IndirectDiffuse);

            return(true);
        }
        public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandleSystem.RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Let's check all the resources
            HDRaytracingEnvironment rtEnvironment = m_RaytracingManager.CurrentEnvironment();
            RayTracingShader        aoShader      = m_PipelineRayTracingResources.aoRaytracing;
            var aoSettings = VolumeManager.instance.stack.GetComponent <AmbientOcclusion>();

            // Check if the state is valid for evaluating ambient occlusion
            bool invalidState = rtEnvironment == null ||
                                aoShader == null ||
                                m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null;

            // If any of the previous requirements is missing, the effect is not requested or no acceleration structure, set the default one and leave right away
            if (invalidState)
            {
                SetDefaultAmbientOcclusionTexture(cmd);
                return;
            }

            // Grab the acceleration structure for the target camera
            RayTracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironment.aoLayerMask);

            // Define the shader pass to use for the reflection pass
            cmd.SetRayTracingShaderPass(aoShader, "VisibilityDXR");

            // Set the acceleration structure for the pass
            cmd.SetRayTracingAccelerationStructure(aoShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex);
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetRayTracingFloatParams(aoShader, HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias);
            cmd.SetRayTracingFloatParams(aoShader, HDShaderIDs._RaytracingRayMaxLength, aoSettings.rayLength.value);
            cmd.SetRayTracingIntParams(aoShader, HDShaderIDs._RaytracingNumSamples, aoSettings.numSamples.value);

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Value used to scale the ao intensity
            cmd.SetRayTracingFloatParam(aoShader, HDShaderIDs._RaytracingAOIntensity, aoSettings.intensity.value);

            cmd.SetRayTracingIntParam(aoShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled());
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture);

            // Set the output textures
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._AmbientOcclusionTextureRW, m_IntermediateBuffer);
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._RaytracingVSNormalTexture, m_ViewSpaceNormalBuffer);

            // Run the computation
            cmd.DispatchRays(aoShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingAmbientOcclusion.GetSampler()))
            {
                if (aoSettings.enableFilter.value)
                {
                    // Grab the history buffer
                    RTHandleSystem.RTHandle ambientOcclusionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion)
                                                                      ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion, AmbientOcclusionHistoryBufferAllocatorFunction, 1);

                    // Apply the simple denoiser
                    HDSimpleDenoiser simpleDenoiser = m_RaytracingManager.GetSimpleDenoiser();
                    simpleDenoiser.DenoiseBuffer(cmd, hdCamera, m_IntermediateBuffer, ambientOcclusionHistory, outputTexture, aoSettings.filterRadius.value);
                }
                else
                {
                    HDUtils.BlitCameraTexture(cmd, m_IntermediateBuffer, outputTexture);
                }
            }

            // Bind the textures and the params
            cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, outputTexture);
            cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, new Vector4(0f, 0f, 0f, VolumeManager.instance.stack.GetComponent <AmbientOcclusion>().directLightingStrength.value));

            // TODO: All the push-debug stuff should be centralized somewhere
            (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO);
        }