Beispiel #1
0
        public TemporalFilterResources PrepareTemporalFilterResources(HDCamera hdCamera, RTHandle validationBuffer, RTHandle noisyBuffer, RTHandle historyBuffer, RTHandle outputBuffer)
        {
            TemporalFilterResources tfResources = new TemporalFilterResources();

            tfResources.depthStencilBuffer   = m_SharedRTManager.GetDepthStencilBuffer();
            tfResources.normalBuffer         = m_SharedRTManager.GetNormalBuffer();
            tfResources.velocityBuffer       = TextureXR.GetBlackTexture();
            tfResources.historyDepthTexture  = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
            tfResources.historyNormalTexture = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Normal);
            tfResources.noisyBuffer          = noisyBuffer;
            if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.MotionVectors))
            {
                tfResources.motionVectorBuffer = m_SharedRTManager.GetMotionVectorsBuffer();
            }
            else
            {
                tfResources.motionVectorBuffer = TextureXR.GetBlackTexture();
            }

            // Temporary buffers
            tfResources.validationBuffer = validationBuffer;

            // Output buffers
            tfResources.historyBuffer = historyBuffer;
            tfResources.outputBuffer  = outputBuffer;

            return(tfResources);
        }
        public void DenoiseIndirectDiffuseBuffer(HDCamera hdCamera, CommandBuffer cmd, GlobalIllumination settings)
        {
            // Grab the high frequency history buffer
            RTHandle indirectDiffuseHistoryHF = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF)
                                                ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);

            // Apply the temporal denoiser
            HDTemporalFilter temporalFilter = GetTemporalFilter();

            temporalFilter.DenoiseBuffer(cmd, hdCamera, m_IDIntermediateBuffer0, indirectDiffuseHistoryHF, m_IDIntermediateBuffer1, singleChannel: false);

            // Apply the first pass of our denoiser
            HDDiffuseDenoiser diffuseDenoiser = GetDiffuseDenoiser();

            diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, m_IDIntermediateBuffer1, m_IDIntermediateBuffer0, settings.denoiserRadius.value, singleChannel: false, halfResolutionFilter: settings.halfResolutionDenoiser.value);

            // If the second pass is requested, do it otherwise blit
            if (settings.secondDenoiserPass.value)
            {
                // Grab the low frequency history buffer
                RTHandle indirectDiffuseHistoryLF = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF)
                                                    ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);

                temporalFilter.DenoiseBuffer(cmd, hdCamera, m_IDIntermediateBuffer0, indirectDiffuseHistoryLF, m_IDIntermediateBuffer1, singleChannel: false);
                diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, m_IDIntermediateBuffer1, m_IDIntermediateBuffer0, settings.secondDenoiserRadius.value, singleChannel: false, halfResolutionFilter: settings.halfResolutionDenoiser.value);
            }
        }
Beispiel #3
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        TemporalFilterArrayResources PrepareTemporalFilterArrayResources(HDCamera hdCamera, RTHandle noisyBuffer, RTHandle distanceBuffer, RTHandle validationBuffer,
                                                                         RTHandle historyBuffer, RTHandle validationHistoryBuffer, RTHandle distanceHistorySignal,
                                                                         RTHandle outputBuffer, RTHandle outputDistanceSignal)
        {
            TemporalFilterArrayResources tfaResources = new TemporalFilterArrayResources();

            // Input buffers
            tfaResources.depthStencilBuffer   = m_SharedRTManager.GetDepthStencilBuffer();
            tfaResources.normalBuffer         = m_SharedRTManager.GetNormalBuffer();
            tfaResources.velocityBuffer       = TextureXR.GetBlackTexture();
            tfaResources.historyDepthTexture  = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
            tfaResources.historyNormalTexture = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Normal);
            tfaResources.noisyBuffer          = noisyBuffer;
            tfaResources.distanceBuffer       = distanceBuffer;
            tfaResources.motionVectorBuffer   = m_SharedRTManager.GetMotionVectorsBuffer();

            // Temporary buffers
            tfaResources.validationBuffer = validationBuffer;

            // InOut buffers
            tfaResources.historyBuffer           = historyBuffer;
            tfaResources.validationHistoryBuffer = validationHistoryBuffer;
            tfaResources.distanceHistorySignal   = distanceHistorySignal;

            // Output buffers
            tfaResources.outputBuffer         = outputBuffer;
            tfaResources.outputDistanceSignal = outputDistanceSignal;

            return(tfaResources);
        }
Beispiel #4
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        // Denoiser variant for non history array
        public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera,
                                  RTHandle noisySignal, RTHandle historySignal,
                                  RTHandle outputSignal,
                                  bool singleChannel = true, float historyValidity = 1.0f)
        {
            // If we do not have a depth and normal history buffers, we can skip right away
            var historyDepthBuffer  = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
            var historyNormalBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Normal);

            if (historyDepthBuffer == null || historyNormalBuffer == null)
            {
                HDUtils.BlitCameraTexture(cmd, noisySignal, historySignal);
                HDUtils.BlitCameraTexture(cmd, noisySignal, outputSignal);
                return;
            }

            // Fetch texture dimensions
            int texWidth  = hdCamera.actualWidth;
            int texHeight = hdCamera.actualHeight;

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

            // Request the intermediate buffer we need
            RTHandle validationBuffer = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.R0);

            // First of all we need to validate the history to know where we can or cannot use the history signal
            int m_KernelFilter = m_TemporalFilterCS.FindKernel("ValidateHistory");

            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryNormalBufferTexture, historyNormalBuffer);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._ValidationBufferRW, validationBuffer);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._VelocityBuffer, TextureXR.GetBlackTexture());
            cmd.SetComputeFloatParam(m_TemporalFilterCS, HDShaderIDs._HistoryValidity, historyValidity);
            cmd.SetComputeFloatParam(m_TemporalFilterCS, HDShaderIDs._PixelSpreadAngleTangent, HDRenderPipeline.GetPixelSpreadTangent(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));
            cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            // Now that we have validated our history, let's accumulate
            m_KernelFilter = m_TemporalFilterCS.FindKernel(singleChannel ? "TemporalAccumulationSingle" : "TemporalAccumulationColor");
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, noisySignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, historySignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, outputSignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._ValidationBuffer, validationBuffer);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._VelocityBuffer, TextureXR.GetBlackTexture());
            cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            // Make sure to copy the new-accumulated signal in our history buffer
            m_KernelFilter = m_TemporalFilterCS.FindKernel(singleChannel ? "CopyHistorySingle" : "CopyHistoryColor");
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, outputSignal);
            cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, historySignal);
            cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);
        }
Beispiel #5
0
        void DenoiseIndirectDiffuseBuffer(HDCamera hdCamera, CommandBuffer cmd, GlobalIllumination settings)
        {
            // Grab the high frequency history buffer
            RTHandle indirectDiffuseHistoryHF = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF)
                                                ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);
            // Request the intermediate textures we will be using
            RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);
            RTHandle validationBuffer    = GetRayTracingBuffer(InternalRayTracingBuffers.R0);
            // Evaluate the history validity
            float historyValidity0 = EvaluateIndirectDiffuseHistoryValidity0(hdCamera, settings.fullResolution, true);
            // Grab the temporal denoiser
            HDTemporalFilter temporalFilter = GetTemporalFilter();

            // Temporal denoising
            TemporalFilterParameters tfParameters = temporalFilter.PrepareTemporalFilterParameters(hdCamera, false, historyValidity0);
            TemporalFilterResources  tfResources  = temporalFilter.PrepareTemporalFilterResources(hdCamera, validationBuffer, m_IndirectDiffuseBuffer0, indirectDiffuseHistoryHF, intermediateBuffer1);

            HDTemporalFilter.DenoiseBuffer(cmd, tfParameters, tfResources);

            // Apply the first pass of our denoiser
            HDDiffuseDenoiser         diffuseDenoiser = GetDiffuseDenoiser();
            DiffuseDenoiserParameters ddParams        = diffuseDenoiser.PrepareDiffuseDenoiserParameters(hdCamera, false, settings.denoiserRadius, settings.halfResolutionDenoiser, settings.secondDenoiserPass);
            RTHandle intermediateBuffer          = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
            DiffuseDenoiserResources ddResources = diffuseDenoiser.PrepareDiffuseDenoiserResources(intermediateBuffer1, intermediateBuffer, m_IndirectDiffuseBuffer0);

            HDDiffuseDenoiser.DenoiseBuffer(cmd, ddParams, ddResources);

            // If the second pass is requested, do it otherwise blit
            if (settings.secondDenoiserPass)
            {
                float historyValidity1 = EvaluateIndirectDiffuseHistoryValidity1(hdCamera, settings.fullResolution, true);

                // Grab the low frequency history buffer
                RTHandle indirectDiffuseHistoryLF = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF)
                                                    ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);

                // Run the temporal denoiser
                tfParameters = temporalFilter.PrepareTemporalFilterParameters(hdCamera, false, historyValidity1);
                tfResources  = temporalFilter.PrepareTemporalFilterResources(hdCamera, validationBuffer, m_IndirectDiffuseBuffer0, indirectDiffuseHistoryLF, intermediateBuffer1);
                HDTemporalFilter.DenoiseBuffer(cmd, tfParameters, tfResources);

                // Run the spatial denoiser
                ddParams    = diffuseDenoiser.PrepareDiffuseDenoiserParameters(hdCamera, false, settings.denoiserRadius * 0.5f, settings.halfResolutionDenoiser, false);
                ddResources = diffuseDenoiser.PrepareDiffuseDenoiserResources(intermediateBuffer1, intermediateBuffer, m_IndirectDiffuseBuffer0);
                HDDiffuseDenoiser.DenoiseBuffer(cmd, ddParams, ddResources);

                PropagateIndirectDiffuseHistoryValidity1(hdCamera, settings.fullResolution, true);
            }

            // Propagate the history
            PropagateIndirectDiffuseHistoryValidity0(hdCamera, settings.fullResolution, true);
        }
        void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the shaders that we will be using
            ComputeShader    reflectionFilter = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS;
            RayTracingShader reflectionShader = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingRT;

            // Request the buffers we shall be using
            RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
            RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

            var                settings             = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();
            LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingIntegrateReflection)))
            {
                // Bind all the required data for ray tracing
                BindRayTracedReflectionData(cmd, hdCamera, reflectionShader, settings, lightClusterSettings, rtSettings, intermediateBuffer0, intermediateBuffer1);

                // Only use the shader variant that has multi bounce if the bounce count > 1
                CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", settings.bounceCount.value > 1);

                // We are not in the diffuse only case
                CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);

                // Run the computation
                cmd.DispatchRays(reflectionShader, m_RayGenIntegrationName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount);

                // Disable multi-bounce
                CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);
            }

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterReflection)))
            {
                if (settings.denoise.value)
                {
                    // Grab the history buffer
                    RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1);

                    float historyValidity = 1.0f;
#if UNITY_HDRP_DXR_TESTS_DEFINE
                    if (Application.isPlaying)
                    {
                        historyValidity = 0.0f;
                    }
                    else
#endif
                    // We need to check if something invalidated the history buffers
                    historyValidity *= ValidRayTracingHistory(hdCamera) ? 1.0f : 0.0f;

                    HDReflectionDenoiser reflectionDenoiser = GetReflectionDenoiser();
                    reflectionDenoiser.DenoiseBuffer(cmd, hdCamera, settings.denoiserRadius.value, intermediateBuffer0, reflectionHistory, outputTexture, historyValidity: historyValidity);
                }
                else
                {
                    HDUtils.BlitCameraTexture(cmd, intermediateBuffer0, outputTexture);
                }
            }
        }
Beispiel #7
0
        void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount, bool transparent)
        {
            // Request the buffers we shall be using
            RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
            RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

            var          settings             = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();
            LightCluster lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();

            // Do the integration
            RTRQualityRenderingParameters rtrQRenderingParameters = PrepareRTRQualityRenderingParameters(hdCamera, settings, transparent);
            RTRQualityRenderingResources  rtrQRenderingResources  = PrepareRTRQualityRenderingResources(hdCamera, outputTexture);

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingReflectionEvaluation)))
            {
                RenderQualityRayTracedReflections(cmd, rtrQRenderingParameters, rtrQRenderingResources);
            }

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterReflection)))
            {
                if (settings.denoise && !transparent)
                {
                    // Grab the history buffer
                    RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1);

                    // Prepare the parameters and the resources
                    HDReflectionDenoiser         reflectionDenoiser          = GetReflectionDenoiser();
                    ReflectionDenoiserParameters reflDenoiserParameters      = reflectionDenoiser.PrepareReflectionDenoiserParameters(hdCamera, EvaluateHistoryValidity(hdCamera), settings.denoiserRadius, rtrQRenderingParameters.bounceCount == 1);
                    ReflectionDenoiserResources  reflectionDenoiserResources = reflectionDenoiser.PrepareReflectionDenoiserResources(hdCamera, outputTexture, reflectionHistory,
                                                                                                                                     intermediateBuffer0, intermediateBuffer1);
                    HDReflectionDenoiser.DenoiseBuffer(cmd, reflDenoiserParameters, reflectionDenoiserResources);
                }
            }
        }
Beispiel #8
0
        public SSGIDenoiserOutput Denoise(RenderGraph renderGraph, HDCamera hdCamera,
                                          TextureHandle depthPyramid, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer, TextureHandle inputOutputBuffer0, TextureHandle inputOutputBuffer1,
                                          HDUtils.PackedMipChainInfo depthMipInfo, bool halfResolution = false, float historyValidity = 1.0f)
        {
            using (var builder = renderGraph.AddRenderPass <DenoiseSSGIPassData>("Denoise SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGIDenoise)))
            {
                builder.EnableAsyncCompute(false);

                // Input buffers
                passData.depthTexture        = builder.ReadTexture(depthPyramid);
                passData.normalBuffer        = builder.ReadTexture(normalBuffer);
                passData.motionVectorsBuffer = builder.ReadTexture(motionVectorsBuffer);


                // History buffer
                bool     historyRequireClear     = false;
                RTHandle indirectDiffuseHistory0 = RequestIndirectDiffuseHistory0(hdCamera, out historyRequireClear);
                passData.indirectDiffuseHistory0 = builder.ReadWriteTexture(renderGraph.ImportTexture(indirectDiffuseHistory0));
                RTHandle indirectDiffuseHistory1 = RequestIndirectDiffuseHistory1(hdCamera, out historyRequireClear);
                passData.indirectDiffuseHistory1 = builder.ReadWriteTexture(renderGraph.ImportTexture(indirectDiffuseHistory1));
                var historyDepthBuffer = halfResolution ? hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1) : hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
                passData.historyDepthBuffer = historyDepthBuffer != null?builder.ReadTexture(renderGraph.ImportTexture(historyDepthBuffer)) : renderGraph.defaultResources.blackTextureXR;

                passData.intermediateBuffer0 = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Denoiser Intermediate0"
                });
                passData.intermediateBuffer1 = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Denoiser Intermediate1"
                });
                passData.inputOutputBuffer0 = builder.ReadWriteTexture(inputOutputBuffer0);
                passData.inputOutputBuffer1 = builder.ReadWriteTexture(inputOutputBuffer1);

                passData.parameters = PrepareSSGIDenoiserParameters(hdCamera, halfResolution, historyValidity, historyRequireClear, depthMipInfo);

                builder.SetRenderFunc(
                    (DenoiseSSGIPassData data, RenderGraphContext ctx) =>
                {
                    // We need to fill the structure that holds the various resources
                    SSGIDenoiserResources resources   = new SSGIDenoiserResources();
                    resources.depthTexture            = data.depthTexture;
                    resources.normalBuffer            = data.normalBuffer;
                    resources.motionVectorsBuffer     = data.motionVectorsBuffer;
                    resources.indirectDiffuseHistory0 = data.indirectDiffuseHistory0;
                    resources.indirectDiffuseHistory1 = data.indirectDiffuseHistory1;
                    resources.historyDepthBuffer      = data.historyDepthBuffer;
                    resources.intermediateBuffer0     = data.intermediateBuffer0;
                    resources.intermediateBuffer1     = data.intermediateBuffer1;
                    resources.inputOutputBuffer0      = data.inputOutputBuffer0;
                    resources.inputOutputBuffer1      = data.inputOutputBuffer1;
                    Denoise(ctx.cmd, data.parameters, resources);
                });

                SSGIDenoiserOutput denoiserOutput = new SSGIDenoiserOutput();
                denoiserOutput.outputBuffer0 = inputOutputBuffer0;
                denoiserOutput.outputBuffer1 = inputOutputBuffer1;
                return(denoiserOutput);
            }
        }
Beispiel #9
0
        public TextureHandle Render(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthPyramid, TextureHandle motionVectors, int frameCount)
        {
            var settings = hdCamera.volumeStack.GetComponent <AmbientOcclusion>();

            TextureHandle result;

            // AO has side effects (as it uses an imported history buffer)
            // So we can't rely on automatic pass stripping. This is why we have to be explicit here.
            if (IsActive(hdCamera, settings))
            {
                {
                    EnsureRTSize(settings, hdCamera);

                    var historyRT      = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.AmbientOcclusion);
                    var currentHistory = renderGraph.ImportTexture(historyRT);
                    var outputHistory  = renderGraph.ImportTexture(hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.AmbientOcclusion));

                    Vector2 historySize = new Vector2(historyRT.referenceSize.x * historyRT.scaleFactor.x,
                                                      historyRT.referenceSize.y * historyRT.scaleFactor.y);
                    var rtScaleForHistory = hdCamera.historyRTHandleProperties.rtHandleScale;

                    var aoParameters = PrepareRenderAOParameters(hdCamera, renderGraph.rtHandleProperties, historySize * rtScaleForHistory, frameCount);

                    var packedData = RenderAO(renderGraph, aoParameters, depthPyramid);
                    result = DenoiseAO(renderGraph, aoParameters, motionVectors, packedData, currentHistory, outputHistory);
                }
            }
            else
            {
                result = renderGraph.ImportTexture(TextureXR.GetBlackTexture(), HDShaderIDs._AmbientOcclusionTexture);
            }
            return(result);
        }
        public RenderGraphResource Render(RenderGraph renderGraph, HDCamera hdCamera, RenderGraphResource depthPyramid, RenderGraphResource motionVectors, int frameCount)
        {
            var settings = VolumeManager.instance.stack.GetComponent <AmbientOcclusion>();

            RenderGraphResource result;

            // AO has side effects (as it uses an imported history buffer)
            // So we can't rely on automatic pass stripping. This is why we have to be explicit here.
            if (IsActive(hdCamera, settings))
            {
                {
                    EnsureRTSize(settings, hdCamera);

                    var aoParameters = PrepareRenderAOParameters(hdCamera, renderGraph.rtHandleProperties, frameCount);

                    var currentHistory = renderGraph.ImportTexture(hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.AmbientOcclusion));
                    var outputHistory  = renderGraph.ImportTexture(hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.AmbientOcclusion));

                    var packedData = RenderAO(renderGraph, aoParameters, depthPyramid);
                    result = DenoiseAO(renderGraph, aoParameters, motionVectors, packedData, currentHistory, outputHistory);
                }
            }
            else
            {
                result = renderGraph.ImportTexture(TextureXR.GetBlackTexture(), HDShaderIDs._AmbientOcclusionTexture);
            }
            return(result);
        }
Beispiel #11
0
        void RenderAccumulation(HDCamera hdCamera, CommandBuffer cmd, RTHandle inputTexture, RTHandle outputTexture, bool needsExposure = false)
        {
            ComputeShader accumulationShader = m_Asset.renderPipelineResources.shaders.accumulationCS;

            // Grab the history buffer (hijack the reflections one)
            RTHandle history = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.PathTracing)
                               ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.PathTracing, PathTracingHistoryBufferAllocatorFunction, 1);

            // Check the validity of the state before moving on with the computation
            if (!accumulationShader)
            {
                return;
            }

            uint currentIteration = m_SubFrameManager.iteration;

            // Accumulate the path tracing results
            int kernel = accumulationShader.FindKernel("KMain");

            cmd.SetGlobalInt(HDShaderIDs._AccumulationFrameIndex, (int)currentIteration);
            cmd.SetGlobalInt(HDShaderIDs._AccumulationNumSamples, (int)m_SubFrameManager.subFrameCount);
            cmd.SetComputeTextureParam(accumulationShader, kernel, HDShaderIDs._AccumulatedFrameTexture, history);
            cmd.SetComputeTextureParam(accumulationShader, kernel, HDShaderIDs._CameraColorTextureRW, outputTexture);
            cmd.SetComputeTextureParam(accumulationShader, kernel, HDShaderIDs._RadianceTexture, inputTexture);
            cmd.SetComputeVectorParam(accumulationShader, HDShaderIDs._AccumulationWeights, m_SubFrameManager.GetFrameWeights());
            cmd.SetComputeIntParam(accumulationShader, HDShaderIDs._AccumulationNeedsExposure, needsExposure ? 1 : 0);
            cmd.DispatchCompute(accumulationShader, kernel, (hdCamera.actualWidth + 7) / 8, (hdCamera.actualHeight + 7) / 8, hdCamera.viewCount);

            m_SubFrameManager.Advance();
        }
        TraceOutput TraceSSGI(RenderGraph renderGraph, HDCamera hdCamera, GlobalIllumination giSettings, TextureHandle depthPyramid, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer)
        {
            using (var builder = renderGraph.AddRenderPass <TraceSSGIPassData>("Trace SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGITrace)))
            {
                builder.EnableAsyncCompute(false);

                passData.parameters   = PrepareSSGITraceParameters(hdCamera, giSettings);
                passData.depthTexture = builder.ReadTexture(depthPyramid);
                passData.normalBuffer = builder.ReadTexture(normalBuffer);
                if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.ObjectMotionVectors))
                {
                    passData.motionVectorsBuffer = builder.ReadTexture(renderGraph.defaultResources.blackTextureXR);
                }
                else
                {
                    passData.motionVectorsBuffer = builder.ReadTexture(motionVectorsBuffer);
                }

                var colorPyramid = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain);
                passData.colorPyramid = colorPyramid != null?builder.ReadTexture(renderGraph.ImportTexture(colorPyramid)) : renderGraph.defaultResources.blackTextureXR;

                var historyDepth = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
                passData.historyDepth = historyDepth != null?builder.ReadTexture(renderGraph.ImportTexture(historyDepth)) : renderGraph.defaultResources.blackTextureXR;

                passData.hitPointBuffer = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Hit Point"
                });
                passData.outputBuffer0 = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Signal0"
                }));
                passData.outputBuffer1 = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Signal1"
                }));

                builder.SetRenderFunc(
                    (TraceSSGIPassData data, RenderGraphContext ctx) =>
                {
                    // We need to fill the structure that holds the various resources
                    SSGITraceResources resources  = new SSGITraceResources();
                    resources.depthTexture        = data.depthTexture;
                    resources.normalBuffer        = data.normalBuffer;
                    resources.motionVectorsBuffer = data.motionVectorsBuffer;
                    resources.colorPyramid        = data.colorPyramid;
                    resources.historyDepth        = data.historyDepth;
                    resources.hitPointBuffer      = data.hitPointBuffer;
                    resources.outputBuffer0       = data.outputBuffer0;
                    resources.outputBuffer1       = data.outputBuffer1;
                    ExecuteSSGITrace(ctx.cmd, data.parameters, resources);
                });
                TraceOutput traceOutput = new TraceOutput();
                traceOutput.outputBuffer0 = passData.outputBuffer0;
                traceOutput.outputBuffer1 = passData.outputBuffer1;
                return(traceOutput);
            }
        }
Beispiel #13
0
        void RenderAccumulation(HDCamera hdCamera, RTHandle inputTexture, RTHandle outputTexture, bool needExposure, CommandBuffer cmd)
        {
            // Grab the history buffer (hijack the reflections one)
            RTHandle history = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.PathTracing)
                               ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.PathTracing, PathTracingHistoryBufferAllocatorFunction, 1);

            var parameters = PrepareRenderAccumulationParameters(hdCamera, needExposure);

            RenderAccumulation(parameters, inputTexture, outputTexture, history, cmd);
        }
        AmbientOcclusionDenoiseResources PrepareAmbientOcclusionDenoiseResources(HDCamera hdCamera, RTHandle inputTexture, RTHandle intermediateTexture, RTHandle outputTexture)
        {
            AmbientOcclusionDenoiseResources rtAOResources = new AmbientOcclusionDenoiseResources();

            rtAOResources.ambientOcclusionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion)
                                                    ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion, AmbientOcclusionHistoryBufferAllocatorFunction, 1);
            rtAOResources.inputTexture       = inputTexture;
            rtAOResources.intermediateBuffer = intermediateTexture;
            rtAOResources.outputTexture      = outputTexture;
            return(rtAOResources);
        }
        void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount, bool transparent)
        {
            // Fetch the required resources
            RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
            RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

            // Fetch all the settings
            ScreenSpaceReflection settings = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();

            // Generate the signal
            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingReflectionDirectionGeneration)))
            {
                // Prepare the components for the direction generation
                RTReflectionDirGenParameters rtrDirGenParameters   = PrepareRTReflectionDirGenParameters(hdCamera, transparent, settings);
                RTReflectionDirGenResources  rtrDirGenResousources = PrepareRTReflectionDirGenResources(hdCamera, intermediateBuffer1);
                RTReflectionDirectionGeneration(cmd, rtrDirGenParameters, rtrDirGenResousources);
            }

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingReflectionEvaluation)))
            {
                // Prepare the components for the deferred lighting
                DeferredLightingRTParameters deferredParamters = PrepareReflectionDeferredLightingRTParameters(hdCamera);
                DeferredLightingRTResources  deferredResources = PrepareDeferredLightingRTResources(hdCamera, intermediateBuffer1, intermediateBuffer0);
                RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources);
            }

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingReflectionUpscaleGeneration)))
            {
                // Prepare the parameters for the upscale pass
                RTReflectionUpscaleParameters rtrUpscaleParameters = PrepareRTReflectionUpscaleParameters(hdCamera, settings);
                RTReflectionUpscaleResources  rtrUpscaleResources  = PrepareRTReflectionUpscaleResources(hdCamera, intermediateBuffer0, intermediateBuffer1, outputTexture);
                UpscaleRTReflections(cmd, rtrUpscaleParameters, rtrUpscaleResources);
            }

            // Denoise if required
            if (settings.denoise && !transparent)
            {
                using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterReflection)))
                {
                    // Grab the history buffer
                    RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1);

                    // Prepare the parameters and the resources
                    HDReflectionDenoiser         reflectionDenoiser          = GetReflectionDenoiser();
                    ReflectionDenoiserParameters reflDenoiserParameters      = reflectionDenoiser.PrepareReflectionDenoiserParameters(hdCamera, EvaluateHistoryValidity(hdCamera), settings.denoiserRadius);
                    ReflectionDenoiserResources  reflectionDenoiserResources = reflectionDenoiser.PrepareReflectionDenoiserResources(hdCamera, outputTexture, reflectionHistory,
                                                                                                                                     intermediateBuffer0, intermediateBuffer1);

                    // Denoise
                    HDReflectionDenoiser.DenoiseBuffer(cmd, reflDenoiserParameters, reflectionDenoiserResources);
                }
            }
        }
Beispiel #16
0
        public void Denoise(CommandBuffer cmd, HDCamera hdCamera, RTHandle inputOutputBuffer, RTHandle intermediateBuffer, bool halfResolution = false, float historyValidity = 1.0f)
        {
            var      historyDepthBuffer     = halfResolution ? hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1) : hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
            bool     historyRequireClear    = false;
            RTHandle indirectDiffuseHistory = RequestIndirectDiffuseHistory(hdCamera, out historyRequireClear);

            SSGIDenoiserParameters parameters = PrepareSSGIDenoiserParameters(hdCamera, halfResolution, historyValidity, historyRequireClear);
            SSGIDenoiserResources  resources  = PrepareSSGIDenoiserResources(historyDepthBuffer, indirectDiffuseHistory, inputOutputBuffer, intermediateBuffer);

            Denoise(cmd, parameters, resources);
        }
Beispiel #17
0
        RTHandle RequestIndirectDiffuseHistory1(HDCamera hdCamera, out bool historyRequireClear)
        {
            historyRequireClear = false;
            RTHandle indirectDiffuseHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF);

            if (indirectDiffuseHistory == null)
            {
                indirectDiffuseHistory = hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);
                historyRequireClear    = true;
            }
            return(indirectDiffuseHistory);
        }
        void DenoiseIndirectDiffuseBuffer(HDCamera hdCamera, CommandBuffer cmd, GlobalIllumination settings)
        {
            // Grab the high frequency history buffer
            RTHandle indirectDiffuseHistoryHF = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF)
                                                ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);

            // Request the intermediate texture we will be using
            RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

            float historyValidity = 1.0f;

#if UNITY_HDRP_DXR_TESTS_DEFINE
            if (Application.isPlaying)
            {
                historyValidity = 0.0f;
            }
            else
#endif
            // We need to check if something invalidated the history buffers
            historyValidity *= ValidRayTracingHistory(hdCamera) ? 1.0f : 0.0f;

            // Apply the temporal denoiser
            HDTemporalFilter temporalFilter = GetTemporalFilter();
            temporalFilter.DenoiseBuffer(cmd, hdCamera, m_IndirectDiffuseBuffer, indirectDiffuseHistoryHF, intermediateBuffer1, singleChannel: false, historyValidity: historyValidity);

            // Apply the first pass of our denoiser
            HDDiffuseDenoiser diffuseDenoiser = GetDiffuseDenoiser();
            diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, intermediateBuffer1, m_IndirectDiffuseBuffer, settings.denoiserRadius.value, singleChannel: false, halfResolutionFilter: settings.halfResolutionDenoiser.value);

            // If the second pass is requested, do it otherwise blit
            if (settings.secondDenoiserPass.value)
            {
                // Grab the low frequency history buffer
                RTHandle indirectDiffuseHistoryLF = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF)
                                                    ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);

                temporalFilter.DenoiseBuffer(cmd, hdCamera, m_IndirectDiffuseBuffer, indirectDiffuseHistoryLF, intermediateBuffer1, singleChannel: false, historyValidity: historyValidity);
                diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, intermediateBuffer1, m_IndirectDiffuseBuffer, settings.secondDenoiserRadius.value, singleChannel: false, halfResolutionFilter: settings.halfResolutionDenoiser.value);
            }
        }
Beispiel #19
0
        void DenoiseDirectionalScreenSpaceShadow(CommandBuffer cmd, HDCamera hdCamera, RTHandle velocityBuffer, RTHandle distanceBuffer, RTHandle inoutBuffer)
        {
            RTHandle intermediateBuffer         = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);
            RTHandle intermediateDistanceBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.RG0);
            // Is the history still valid?
            int   dirShadowIndex  = m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex & (int)LightDefinitions.s_ScreenSpaceShadowIndexMask;
            float historyValidity = EvaluateHistoryValidityDirectionalShadow(hdCamera, dirShadowIndex, m_CurrentSunLightAdditionalLightData);

            // Grab the history buffers for shadows
            RTHandle shadowHistoryArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistory)
                                          ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistory, ShadowHistoryBufferAllocatorFunction, 1);
            RTHandle shadowHistoryValidityArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistoryValidity)
                                                  ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistoryValidity, ShadowHistoryValidityBufferAllocatorFunction, 1);
            RTHandle shadowHistoryDistanceArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowDistanceValidity)
                                                  ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowDistanceValidity, ShadowHistoryDistanceBufferAllocatorFunction, 1);

            // Grab the slot of the directional light (given that it may be a color shadow, we need to use the mask to get the actual slot index)
            GetShadowChannelMask(dirShadowIndex, m_CurrentSunLightAdditionalLightData.colorShadow ? ScreenSpaceShadowType.Color : ScreenSpaceShadowType.GrayScale, ref m_ShadowChannelMask0);
            GetShadowChannelMask(dirShadowIndex, ScreenSpaceShadowType.GrayScale, ref m_ShadowChannelMask1);

            // Apply the temporal denoiser
            HDTemporalFilter temporalFilter = GetTemporalFilter();

            temporalFilter.DenoiseBuffer(cmd, hdCamera, inoutBuffer, shadowHistoryArray,
                                         shadowHistoryValidityArray,
                                         velocityBuffer,
                                         intermediateBuffer,
                                         dirShadowIndex / 4, m_ShadowChannelMask0,
                                         distanceBuffer, shadowHistoryDistanceArray, intermediateDistanceBuffer, m_ShadowChannelMask1,
                                         singleChannel: !m_CurrentSunLightAdditionalLightData.colorShadow, historyValidity: historyValidity);

            // Apply the spatial denoiser
            HDDiffuseShadowDenoiser shadowDenoiser = GetDiffuseShadowDenoiser();

            shadowDenoiser.DenoiseBufferDirectional(cmd, hdCamera, intermediateBuffer, intermediateDistanceBuffer, inoutBuffer, m_CurrentSunLightAdditionalLightData.filterSizeTraced, m_CurrentSunLightAdditionalLightData.angularDiameter * 0.5f, singleChannel: !m_CurrentSunLightAdditionalLightData.colorShadow);

            // Now that we have overriden this history, mark is as used by this light
            hdCamera.PropagateShadowHistory(m_CurrentSunLightAdditionalLightData, dirShadowIndex, GPULightType.Directional);
        }
Beispiel #20
0
        // Denoiser variant when history is stored in an array and the validation buffer is separate
        public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera,
                                  RTHandle noisyBuffer, RTHandle historyBuffer,
                                  RTHandle validationHistoryBuffer,
                                  RTHandle velocityBuffer,
                                  RTHandle outputBuffer,
                                  int sliceIndex, Vector4 channelMask,
                                  RTHandle distanceBuffer, RTHandle distanceHistorySignal, RTHandle outputDistanceSignal, Vector4 distanceChannelMask,
                                  bool distanceBased, bool singleChannel = true, float historyValidity = 1.0f)
        {
            // If we do not have a depth and normal history buffers, we can skip right away
            var historyDepthBuffer  = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
            var historyNormalBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Normal);

            // Request the intermediate buffer we need
            RTHandle validationBuffer = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.R0);

            TemporalFilterArrayParameters tfaParams    = PrepareTemporalFilterArrayParameters(hdCamera, distanceBased, singleChannel, historyValidity, sliceIndex, channelMask, distanceChannelMask);
            TemporalFilterArrayResources  tfaResources = PrepareTemporalFilterArrayResources(hdCamera, noisyBuffer, distanceBuffer, validationBuffer,
                                                                                             historyBuffer, validationHistoryBuffer, distanceHistorySignal,
                                                                                             outputBuffer, outputDistanceSignal);

            ExecuteTemporalFilterArray(cmd, tfaParams, tfaResources);
        }
        void RenderSubsurfaceScatteringRT(HDCamera hdCamera, CommandBuffer cmd, RTHandle colorBufferRT,
                                          RTHandle diffuseBufferRT, RTHandle depthStencilBufferRT, RTHandle depthTextureRT)
        {
            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SubsurfaceScattering)))
            {
                // Grab the SSS params
                var settings = hdCamera.volumeStack.GetComponent <SubSurfaceScattering>();

                // Fetch all the intermediate buffers that we need (too much of them to be fair)
                RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
                RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);
                RTHandle intermediateBuffer2 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA2);
                RTHandle intermediateBuffer3 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA3);
                RTHandle intermediateBuffer4 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA4);
                RTHandle directionBuffer     = GetRayTracingBuffer(InternalRayTracingBuffers.Direction);

                // Evaluate the lighting for the samples that we need to
                SSSRayTracingParameters sssrtParams    = PrepareSSSRayTracingParameters(hdCamera, settings);
                SSSRayTracingResources  sssrtResources = PrepareSSSRayTracingResources(m_SSSColor,
                                                                                       intermediateBuffer0, intermediateBuffer1,
                                                                                       intermediateBuffer2, intermediateBuffer3, directionBuffer,
                                                                                       intermediateBuffer4);
                ExecuteRTSubsurfaceScattering(cmd, sssrtParams, sssrtResources);

                // Grab the history buffer
                RTHandle subsurfaceHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RayTracedSubSurface)
                                             ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RayTracedSubSurface, SubSurfaceHistoryBufferAllocatorFunction, 1);

                // Check if we need to invalidate the history
                float historyValidity = EvaluateHistoryValidity(hdCamera);

                // Apply temporal filtering to the signal
                HDTemporalFilter         temporalFilter = GetTemporalFilter();
                TemporalFilterParameters tfParameters   = temporalFilter.PrepareTemporalFilterParameters(hdCamera, false, historyValidity);
                RTHandle validationBuffer           = GetRayTracingBuffer(InternalRayTracingBuffers.R0);
                TemporalFilterResources tfResources = temporalFilter.PrepareTemporalFilterResources(hdCamera, validationBuffer, intermediateBuffer4, subsurfaceHistory, intermediateBuffer0);
                HDTemporalFilter.DenoiseBuffer(cmd, tfParameters, tfResources);

                // Combine the result with the rest of the lighting
                SSSCombineParameters ssscParams    = PrepareSSSCombineParameters(hdCamera);
                SSSCombineResources  ssscResources = PrepareSSSCombineResources(m_SSSColor, colorBufferRT, diffuseBufferRT, intermediateBuffer0, ssscParams.validSSGI);
                ExecuteCombineSubsurfaceScattering(cmd, ssscParams, ssscResources);

                // Push this version of the texture for debug
                PushFullScreenDebugTexture(hdCamera, cmd, diffuseBufferRT, FullScreenDebugMode.RayTracedSubSurface);
            }
        }
        void RenderReflectionsT2(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the shaders that we will be using
            ComputeShader    reflectionFilter = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS;
            RayTracingShader reflectionShader = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingRT;

            var                settings             = VolumeManager.instance.stack.GetComponent <ScreenSpaceReflection>();
            LightCluster       lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = VolumeManager.instance.stack.GetComponent <RayTracingSettings>();

            using (new ProfilingSample(cmd, "Ray Traced Reflection", CustomSamplerId.RaytracingIntegrateReflection.GetSampler()))
            {
                // Bind all the required data for ray tracing
                BindRayTracedReflectionData(cmd, hdCamera, reflectionShader, settings, lightClusterSettings, rtSettings);

                // Only use the shader variant that has multi bounce if the bounce count > 1
                CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", settings.bounceCount.value > 1);

                // We are not in the diffuse only case
                CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);

                // Run the computation
                cmd.DispatchRays(reflectionShader, m_RayGenIntegrationName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount);

                // Disable multi-bounce
                CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);
            }

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingFilterReflection.GetSampler()))
            {
                if (settings.denoise.value)
                {
                    // Grab the history buffer
                    RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1);

                    HDSimpleDenoiser simpleDenoiser = GetSimpleDenoiser();
                    simpleDenoiser.DenoiseBuffer(cmd, hdCamera, m_ReflIntermediateTexture0, reflectionHistory, outputTexture, settings.denoiserRadius.value, singleChannel: false);
                }
                else
                {
                    HDUtils.BlitCameraTexture(cmd, m_ReflIntermediateTexture0, outputTexture);
                }
            }
        }
Beispiel #23
0
        public void RenderIndirectDiffuseT2(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironment = m_RayTracingManager.CurrentEnvironment();
            var settings = VolumeManager.instance.stack.GetComponent <GlobalIllumination>();

            // Shaders that are used
            RayTracingShader indirectDiffuseRT = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingRT;

            var lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();

            BindRayTracedIndirectDiffuseData(cmd, hdCamera, rtEnvironment, indirectDiffuseRT, settings, lightClusterSettings);

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

            // Only use the shader variant that has multi bounce if the bounce count > 1
            CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", settings.numBounces.value > 1);
            // Run the computation
            CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", true);

            cmd.DispatchRays(indirectDiffuseRT, m_RayGenIndirectDiffuseIntegrationName, (uint)widthResolution, (uint)heightResolution, 1);

            // Disable the keywords we do not need anymore
            CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);
            CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);

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

                HDSimpleDenoiser simpleDenoiser = m_RayTracingManager.GetSimpleDenoiser();
                simpleDenoiser.DenoiseBuffer(cmd, hdCamera, m_IDIntermediateBuffer0, indirectDiffuseHistory, m_IDIntermediateBuffer1, settings.filterRadius.value, singleChannel: false);
                HDUtils.BlitCameraTexture(cmd, m_IDIntermediateBuffer1, m_IDIntermediateBuffer0);
            }
        }
Beispiel #24
0
        void RenderAccumulation(HDCamera hdCamera, CommandBuffer cmd, RTHandle inputTexture, RTHandle outputTexture, bool needsExposure = false)
        {
            ComputeShader accumulationShader = m_Asset.renderPipelineResources.shaders.accumulationCS;

            // Grab the history buffer (hijack the reflections one)
            RTHandle history = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.PathTracing)
                               ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.PathTracing, PathTracingHistoryBufferAllocatorFunction, 1);

            // Check the validity of the state before moving on with the computation
            if (!accumulationShader)
            {
                return;
            }

            // Get the per-camera data
            int        camID        = hdCamera.camera.GetInstanceID();
            Vector4    frameWeights = m_SubFrameManager.ComputeFrameWeights(camID);
            CameraData camData      = m_SubFrameManager.GetCameraData(camID);

            // Accumulate the path tracing results
            int kernel = accumulationShader.FindKernel("KMain");

            cmd.SetGlobalInt(HDShaderIDs._AccumulationFrameIndex, (int)camData.currentIteration);
            cmd.SetGlobalInt(HDShaderIDs._AccumulationNumSamples, (int)m_SubFrameManager.subFrameCount);
            cmd.SetComputeTextureParam(accumulationShader, kernel, HDShaderIDs._AccumulatedFrameTexture, history);
            cmd.SetComputeTextureParam(accumulationShader, kernel, HDShaderIDs._CameraColorTextureRW, outputTexture);
            cmd.SetComputeTextureParam(accumulationShader, kernel, HDShaderIDs._RadianceTexture, inputTexture);
            cmd.SetComputeVectorParam(accumulationShader, HDShaderIDs._AccumulationWeights, frameWeights);
            cmd.SetComputeIntParam(accumulationShader, HDShaderIDs._AccumulationNeedsExposure, needsExposure ? 1 : 0);
            cmd.DispatchCompute(accumulationShader, kernel, (hdCamera.actualWidth + 7) / 8, (hdCamera.actualHeight + 7) / 8, hdCamera.viewCount);

            // Increment the iteration counter, if we haven't converged yet
            if (camData.currentIteration < m_SubFrameManager.subFrameCount)
            {
                camData.currentIteration++;
                m_SubFrameManager.SetCameraData(camID, camData);
            }
        }
Beispiel #25
0
        SSGITraceResources PrepareSSGITraceResources(HDCamera hdCamera, RTHandle outputBuffer, RTHandle hitPointBuffer)
        {
            SSGITraceResources ssgiTraceResources = new SSGITraceResources();

            // Input buffers
            ssgiTraceResources.depthTexture        = m_SharedRTManager.GetDepthTexture();
            ssgiTraceResources.normalBuffer        = m_SharedRTManager.GetNormalBuffer();
            ssgiTraceResources.motionVectorsBuffer = m_SharedRTManager.GetMotionVectorsBuffer();
            var previousColorPyramid = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain);

            ssgiTraceResources.colorPyramid = previousColorPyramid != null ? previousColorPyramid : TextureXR.GetBlackTexture();
            var historyDepthBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);

            ssgiTraceResources.historyDepth = historyDepthBuffer != null ? historyDepthBuffer : TextureXR.GetBlackTexture();

            // Output buffers
            ssgiTraceResources.hitPointBuffer = hitPointBuffer;

            // Output buffers
            ssgiTraceResources.outputBuffer = outputBuffer;

            return(ssgiTraceResources);
        }
Beispiel #26
0
        public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Let's check all the resources
            HDRaytracingEnvironment rtEnvironment = m_RaytracingManager.CurrentEnvironment();
            BlueNoise blueNoise = m_RaytracingManager.GetBlueNoiseManager();

            // Check if the state is valid for evaluating ambient occlusion
            bool invalidState = rtEnvironment == 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;
            }

            RayTracingShader aoShader = m_PipelineRayTracingResources.aoRaytracing;
            var aoSettings            = VolumeManager.instance.stack.GetComponent <AmbientOcclusion>();

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

            // Inject the ray-tracing sampling data
            blueNoise.BindDitheredRNGData8SPP(cmd);

            // 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.GetRayCountTexture());

            // Set the output textures
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._AmbientOcclusionTextureRW, m_AOIntermediateBuffer0);

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

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

                    // Apply the temporal denoiser
                    HDTemporalFilter temporalFilter = m_RaytracingManager.GetTemporalFilter();
                    temporalFilter.DenoiseBuffer(cmd, hdCamera, m_AOIntermediateBuffer0, ambientOcclusionHistory, m_AOIntermediateBuffer1);

                    // Apply the diffuse denoiser
                    HDDiffuseDenoiser diffuseDenoiser = m_RaytracingManager.GetDiffuseDenoiser();
                    diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, m_AOIntermediateBuffer1, outputTexture, aoSettings.denoiserRadius.value);
                }
                else
                {
                    HDUtils.BlitCameraTexture(cmd, m_AOIntermediateBuffer0, 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);
        }
Beispiel #27
0
 RTHandle RequestShadowHistoryValidityBuffer(HDCamera hdCamera)
 {
     return(hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistoryValidity)
            ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistoryValidity, ShadowHistoryValidityBufferAllocatorFunction, 1));
 }
Beispiel #28
0
        void RenderSubsurfaceScattering(HDCamera hdCamera, CommandBuffer cmd, RTHandle colorBufferRT,
                                        RTHandle diffuseBufferRT, RTHandle depthStencilBufferRT, RTHandle depthTextureRT)
        {
            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.SubsurfaceScattering))
            {
                return;
            }

            BuildCoarseStencilAndResolveIfNeeded(hdCamera, cmd);

            var settings = hdCamera.volumeStack.GetComponent <SubSurfaceScattering>();

            // If ray tracing is enabled for the camera, if the volume override is active and if the RAS is built, we want to do ray traced SSS
            if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && settings.rayTracing.value && GetRayTracingState())
            {
                using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SubsurfaceScattering)))
                {
                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesXHR  = (hdCamera.actualWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYHR  = (hdCamera.actualHeight + (areaTileSize - 1)) / areaTileSize;

                    // Clear the integration texture first
                    cmd.SetComputeTextureParam(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, HDShaderIDs._RaytracedShadowIntegration, diffuseBufferRT);
                    cmd.DispatchCompute(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                    // Fetch the volume overrides that we shall be using
                    RayTracingShader   subSurfaceShader   = m_Asset.renderPipelineRayTracingResources.subSurfaceRayTracing;
                    RayTracingSettings rayTracingSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();
                    ComputeShader      deferredRayTracing = m_Asset.renderPipelineRayTracingResources.deferredRaytracingCS;

                    // Fetch all the intermediate buffers that we need
                    RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
                    RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);
                    RTHandle intermediateBuffer2 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA2);
                    RTHandle intermediateBuffer3 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA3);
                    RTHandle directionBuffer     = GetRayTracingBuffer(InternalRayTracingBuffers.Direction);

                    // Grab the acceleration structure for the target camera
                    RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();

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

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

                    // Inject the ray-tracing sampling data
                    BlueNoise blueNoise = GetBlueNoiseManager();
                    blueNoise.BindDitheredRNGData8SPP(cmd);

                    // For every sample that we need to process
                    for (int sampleIndex = 0; sampleIndex < settings.sampleCount.value; ++sampleIndex)
                    {
                        // Inject the ray generation data
                        cmd.SetRayTracingFloatParams(subSurfaceShader, HDShaderIDs._RaytracingRayBias, rayTracingSettings.rayBias.value);
                        cmd.SetRayTracingIntParams(subSurfaceShader, HDShaderIDs._RaytracingNumSamples, settings.sampleCount.value);
                        cmd.SetRayTracingIntParams(subSurfaceShader, HDShaderIDs._RaytracingSampleIndex, sampleIndex);
                        int frameIndex = RayTracingFrameIndex(hdCamera);
                        cmd.SetRayTracingIntParam(subSurfaceShader, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                        // Bind the textures for ray generation
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._DepthTexture, sharedRTManager.GetDepthStencilBuffer());
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._NormalBufferTexture, sharedRTManager.GetNormalBuffer());
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._SSSBufferTexture, m_SSSColor);
                        cmd.SetGlobalTexture(HDShaderIDs._StencilTexture, sharedRTManager.GetDepthStencilBuffer(), RenderTextureSubElement.Stencil);

                        // Set the output textures
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._ThroughputTextureRW, intermediateBuffer0);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._NormalTextureRW, intermediateBuffer1);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._PositionTextureRW, intermediateBuffer2);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._DiffuseLightingTextureRW, intermediateBuffer3);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._DirectionTextureRW, directionBuffer);

                        // Run the computation
                        cmd.DispatchRays(subSurfaceShader, m_RayGenSubSurfaceShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount);

                        // Now let's do the deferred shading pass on the samples
                        // TODO: Do this only once in the init pass
                        int currentKernel = deferredRayTracing.FindKernel("RaytracingDiffuseDeferred");

                        // Bind the lightLoop data
                        HDRaytracingLightCluster lightCluster = RequestLightCluster();
                        lightCluster.BindLightClusterData(cmd);

                        // Bind the input textures
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._DepthTexture, sharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._ThroughputTextureRW, intermediateBuffer0);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._NormalTextureRW, intermediateBuffer1);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._PositionTextureRW, intermediateBuffer2);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._DirectionTextureRW, directionBuffer);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._DiffuseLightingTextureRW, intermediateBuffer3);

                        // Bind the output texture (it is used for accumulation read and write)
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._RaytracingLitBufferRW, diffuseBufferRT);

                        // Compute the Lighting
                        cmd.DispatchCompute(deferredRayTracing, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);
                    }

                    // Grab the history buffer
                    RTHandle subsurfaceHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RayTracedSubSurface)
                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RayTracedSubSurface, SubSurfaceHistoryBufferAllocatorFunction, 1);

                    // Check if we need to invalidate the history
                    float historyValidity = 1.0f;
#if UNITY_HDRP_DXR_TESTS_DEFINE
                    if (Application.isPlaying)
                    {
                        historyValidity = 0.0f;
                    }
                    else
#endif
                    // We need to check if something invalidated the history buffers
                    historyValidity *= ValidRayTracingHistory(hdCamera) ? 1.0f : 0.0f;

                    // Apply temporal filtering to the buffer
                    HDTemporalFilter temporalFilter = GetTemporalFilter();
                    temporalFilter.DenoiseBuffer(cmd, hdCamera, diffuseBufferRT, subsurfaceHistory, intermediateBuffer0, singleChannel: false, historyValidity: historyValidity);

                    // Push this version of the texture for debug
                    PushFullScreenDebugTexture(hdCamera, cmd, intermediateBuffer0, FullScreenDebugMode.RayTracedSubSurface);

                    // Combine it with the rest of the lighting
                    m_CombineLightingPass.SetTexture(HDShaderIDs._IrradianceSource, intermediateBuffer0);
                    HDUtils.DrawFullScreen(cmd, m_CombineLightingPass, colorBufferRT, depthStencilBufferRT, shaderPassId: 1);
                }
            }
            else
            {
                using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SubsurfaceScattering)))
                {
                    var parameters = PrepareSubsurfaceScatteringParameters(hdCamera);
                    var resources  = new SubsurfaceScatteringResources();
                    resources.colorBuffer           = colorBufferRT;
                    resources.diffuseBuffer         = diffuseBufferRT;
                    resources.depthStencilBuffer    = depthStencilBufferRT;
                    resources.depthTexture          = depthTextureRT;
                    resources.cameraFilteringBuffer = m_SSSCameraFilteringBuffer;
                    resources.coarseStencilBuffer   = parameters.coarseStencilBuffer;
                    resources.sssBuffer             = m_SSSColor;

                    // For Jimenez we always need an extra buffer, for Disney it depends on platform
                    if (parameters.needTemporaryBuffer)
                    {
                        // Clear the SSS filtering target
                        using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.ClearSSSFilteringTarget)))
                        {
                            CoreUtils.SetRenderTarget(cmd, m_SSSCameraFilteringBuffer, ClearFlag.Color, Color.clear);
                        }
                    }

                    RenderSubsurfaceScattering(parameters, resources, cmd);
                }
            }
        }
 static RTHandle RequestIndirectDiffuseHistoryTextureLF(HDCamera hdCamera)
 {
     return(hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF)
            ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF,
                                            IndirectDiffuseHistoryBufferAllocatorFunction, 1));
 }
        // Function that evaluates the history validation Buffer
        public TextureHandle HistoryValidity(RenderGraph renderGraph, HDCamera hdCamera, float historyValidity,
                                             TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle motionVectorBuffer)
        {
            using (var builder = renderGraph.AddRenderPass <HistoryValidityPassData>("History Validity Evaluation", out var passData, ProfilingSampler.Get(HDProfileId.HistoryValidity)))
            {
                // Cannot run in async
                builder.EnableAsyncCompute(false);

                passData.texWidth  = hdCamera.actualWidth;
                passData.texHeight = hdCamera.actualHeight;
                passData.viewCount = hdCamera.viewCount;

                // Denoising parameters
                passData.pixelSpreadTangent = HDRenderPipeline.GetPixelSpreadTangent(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight);
                passData.historyValidity    = historyValidity;

                // Kernels
                passData.validateHistoryKernel = m_ValidateHistoryKernel;

                // Other parameters
                passData.temporalFilterCS = m_TemporalFilterCS;

                // Input Buffers
                passData.depthStencilBuffer = builder.ReadTexture(depthBuffer);
                passData.normalBuffer       = builder.ReadTexture(normalBuffer);
                if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.MotionVectors))
                {
                    passData.motionVectorBuffer = builder.ReadTexture(motionVectorBuffer);
                }
                else
                {
                    passData.motionVectorBuffer = builder.ReadTexture(renderGraph.defaultResources.blackTextureXR);
                }

                // History buffers
                passData.historyDepthTexture  = builder.ReadTexture(renderGraph.ImportTexture(hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth)));
                passData.historyNormalTexture = builder.ReadTexture(renderGraph.ImportTexture(hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Normal)));

                // Output buffers
                passData.validationBuffer = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R8_UInt, enableRandomWrite = true, name = "ValidationTexture"
                }));

                builder.SetRenderFunc(
                    (HistoryValidityPassData data, RenderGraphContext ctx) =>
                {
                    RTHandle historyDepthTexture  = data.historyDepthTexture;
                    RTHandle historyNormalTexture = data.historyNormalTexture;
                    // If we do not have a depth and normal history buffers, we can skip right away
                    if (historyDepthTexture == null || historyNormalTexture == null)
                    {
                        CoreUtils.SetRenderTarget(ctx.cmd, data.validationBuffer, clearFlag: ClearFlag.Color, Color.black);
                        return;
                    }

                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesX    = (data.texWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesY    = (data.texHeight + (areaTileSize - 1)) / areaTileSize;

                    // First of all we need to validate the history to know where we can or cannot use the history signal
                    // Bind the input buffers
                    ctx.cmd.SetComputeTextureParam(data.temporalFilterCS, data.validateHistoryKernel, HDShaderIDs._DepthTexture, data.depthStencilBuffer);
                    ctx.cmd.SetComputeTextureParam(data.temporalFilterCS, data.validateHistoryKernel, HDShaderIDs._HistoryDepthTexture, data.historyDepthTexture);
                    ctx.cmd.SetComputeTextureParam(data.temporalFilterCS, data.validateHistoryKernel, HDShaderIDs._NormalBufferTexture, data.normalBuffer);
                    ctx.cmd.SetComputeTextureParam(data.temporalFilterCS, data.validateHistoryKernel, HDShaderIDs._HistoryNormalTexture, data.historyNormalTexture);
                    ctx.cmd.SetComputeTextureParam(data.temporalFilterCS, data.validateHistoryKernel, HDShaderIDs._CameraMotionVectorsTexture, data.motionVectorBuffer);
                    ctx.cmd.SetComputeTextureParam(data.temporalFilterCS, data.validateHistoryKernel, HDShaderIDs._StencilTexture, data.depthStencilBuffer, 0, RenderTextureSubElement.Stencil);

                    // Bind the constants
                    ctx.cmd.SetComputeFloatParam(data.temporalFilterCS, HDShaderIDs._HistoryValidity, data.historyValidity);
                    ctx.cmd.SetComputeFloatParam(data.temporalFilterCS, HDShaderIDs._PixelSpreadAngleTangent, data.pixelSpreadTangent);
                    ctx.cmd.SetComputeIntParam(data.temporalFilterCS, HDShaderIDs._ObjectMotionStencilBit, (int)StencilUsage.ObjectMotionVector);

                    // Bind the output buffer
                    ctx.cmd.SetComputeTextureParam(data.temporalFilterCS, data.validateHistoryKernel, HDShaderIDs._ValidationBufferRW, data.validationBuffer);

                    // Evaluate the validity
                    ctx.cmd.DispatchCompute(data.temporalFilterCS, data.validateHistoryKernel, numTilesX, numTilesY, data.viewCount);
                });
                return(passData.validationBuffer);
            }
        }