Beispiel #1
0
        public void CullForRayTracing(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights rayTracingLights)
        {
            // If there is no lights to process or no environment not the shader is missing
            if (rayTracingLights.lightCount == 0 || !m_RenderPipeline.GetRayTracingState())
            {
                InvalidateCluster();
                return;
            }

            // Build the Light volumes
            BuildGPULightVolumes(rayTracingLights);

            // If no valid light were found, invalidate the cluster and leave
            if (totalLightCount == 0)
            {
                InvalidateCluster();
                return;
            }

            // Evaluate the volume of the cluster
            EvaluateClusterVolume(hdCamera);

            // Cull the lights within the evaluated cluster range
            CullLights(cmd);

            // Build the light Cluster
            BuildLightCluster(hdCamera, cmd);
        }
        public void BuildRayTracingLightData(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights rayTracingLights, DebugDisplaySettings debugDisplaySettings)
        {
            // Build the light data
            BuildLightData(cmd, hdCamera, rayTracingLights, debugDisplaySettings);

            // Build the light data
            BuildEnvLightData(cmd, hdCamera, rayTracingLights);
        }
        public void ReserveCookieAtlasSlots(HDRayTracingLights rayTracingLights)
        {
            for (int lightIdx = 0; lightIdx < rayTracingLights.hdLightArray.Count; ++lightIdx)
            {
                // Grab the additional light data to process
                HDAdditionalLightData additionalLightData = rayTracingLights.hdLightArray[lightIdx];

                // Fetch the light component for this light
                additionalLightData.gameObject.TryGetComponent(out lightComponent);

                // Reserve the cookie resolution in the 2D atlas
                m_RenderPipeline.ReserveCookieAtlasTexture(additionalLightData, lightComponent, additionalLightData.type);
            }
        }
        public void BuildLightClusterBuffer(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights rayTracingLights)
        {
            // If there is no lights to process or no environment not the shader is missing
            if (totalLightCount == 0 || rayTracingLights.lightCount == 0 || !m_RenderPipeline.GetRayTracingState())
            {
                return;
            }

            // Cull the lights within the evaluated cluster range
            CullLights(cmd);

            // Build the light Cluster
            BuildLightCluster(hdCamera, cmd);
        }
        void BuildEnvLightData(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights lights)
        {
            int totalReflectionProbes = lights.reflectionProbeArray.Count;

            if (totalReflectionProbes == 0)
            {
                ResizeEnvLightDataBuffer(1);
                return;
            }

            // Also we need to build the light list data
            if (m_EnvLightDataCPUArray == null || m_EnvLightDataGPUArray == null || m_EnvLightDataGPUArray.count != totalReflectionProbes)
            {
                ResizeEnvLightDataBuffer(totalReflectionProbes);
            }

            // Make sure the Cpu list is empty
            m_EnvLightDataCPUArray.Clear();
            ProcessedProbeData processedProbe = new ProcessedProbeData();

            // Build the data for every light
            for (int lightIdx = 0; lightIdx < lights.reflectionProbeArray.Count; ++lightIdx)
            {
                HDProbe probeData = lights.reflectionProbeArray[lightIdx];

                // Skip the probe if the probe has never rendered (in realtime cases) or if texture is null
                if (!probeData.HasValidRenderedData())
                {
                    continue;
                }

                HDRenderPipeline.PreprocessProbeData(ref processedProbe, probeData, hdCamera);

                var envLightData = new EnvLightData();
                m_RenderPipeline.GetEnvLightData(cmd, hdCamera, processedProbe, ref envLightData);

                // We make the light position camera-relative as late as possible in order
                // to allow the preceding code to work with the absolute world space coordinates.
                Vector3 camPosWS = hdCamera.mainViewConstants.worldSpaceCameraPos;
                HDRenderPipeline.UpdateEnvLighCameraRelativetData(ref envLightData, camPosWS);

                m_EnvLightDataCPUArray.Add(envLightData);
            }

            // Push the data to the GPU
            m_EnvLightDataGPUArray.SetData(m_EnvLightDataCPUArray);
        }
Beispiel #6
0
        public void EvaluateLightClusters(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights rayTracingLights)
        {
            // Grab the current ray-tracing environment, if no environment available stop right away
            HDRaytracingEnvironment currentEnv     = m_RaytracingManager.CurrentEnvironment();
            ComputeShader           lightClusterCS = m_RenderPipelineRayTracingResources.lightClusterBuildCS;

            // If there is no lights to process or no environment not the shader is missing
            if (currentEnv == null || (rayTracingLights.hdLightArray.Count == 0 && rayTracingLights.reflectionProbeArray.Count == 0))
            {
                // Invalidate the cluster's bounds so that we never access the buffer
                minClusterPos.Set(float.MaxValue, float.MaxValue, float.MaxValue);
                maxClusterPos.Set(-float.MaxValue, -float.MaxValue, -float.MaxValue);
                punctualLightCount = 0;
                areaLightCount     = 0;

                // Make sure the buffer is at least of size 1
                if (m_LightCluster.count != 1)
                {
                    ResizeClusterBuffer(1);
                }
                return;
            }

            // Build the Light volumes
            BuildGPULightVolumes(rayTracingLights);

            // Evaluate the volume of the cluster
            EvaluateClusterVolume(currentEnv, hdCamera);

            // Cull the lights within the evaluated cluster range
            CullLights(cmd, lightClusterCS);

            // Build the light Cluster
            BuildLightCluster(cmd, lightClusterCS, currentEnv);

            // Build the light data
            BuildLightData(cmd, hdCamera, rayTracingLights.hdLightArray);

            // Build the light data
            BuildEnvLightData(cmd, hdCamera, rayTracingLights);

            // Generate the debug view
            EvaluateClusterDebugView(cmd, hdCamera, currentEnv);
        }
Beispiel #7
0
        public void EvaluateLightClusters(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights rayTracingLights)
        {
            // Grab the current ray-tracing environment, if no environment available stop right away
            HDRaytracingEnvironment currentEnv     = m_RaytracingManager.CurrentEnvironment();
            ComputeShader           lightClusterCS = m_RenderPipelineRayTracingResources.lightClusterBuildCS;

            // If there is no lights to process or no environment not the shader is missing
            if (currentEnv == null || (rayTracingLights.hdLightArray.Count == 0 && rayTracingLights.reflectionProbeArray.Count == 0))
            {
                InvalidateCluster();
                return;
            }

            // Build the Light volumes
            BuildGPULightVolumes(rayTracingLights);

            // If no valid light were found, invalidate the cluster and leave
            if (totalLightCount == 0)
            {
                InvalidateCluster();
                return;
            }

            // Evaluate the volume of the cluster
            EvaluateClusterVolume(currentEnv, hdCamera);

            // Cull the lights within the evaluated cluster range
            CullLights(cmd, lightClusterCS);

            // Build the light Cluster
            BuildLightCluster(cmd, lightClusterCS, currentEnv);

            // Build the light data
            BuildLightData(cmd, hdCamera, rayTracingLights.hdLightArray);

            // Build the light data
            BuildEnvLightData(cmd, hdCamera, rayTracingLights);

            // Generate the debug view
            EvaluateClusterDebugView(cmd, hdCamera, currentEnv);
        }
Beispiel #8
0
        void BuildEnvLightData(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights lights)
        {
            int totalReflectionProbes = lights.reflectionProbeArray.Count;

            if (totalReflectionProbes == 0)
            {
                ResizeEnvLightDataBuffer(1);
                return;
            }

            // Also we need to build the light list data
            if (m_EnvLightDataCPUArray == null || m_EnvLightDataGPUArray == null || m_EnvLightDataGPUArray.count != totalReflectionProbes)
            {
                ResizeEnvLightDataBuffer(totalReflectionProbes);
            }

            // Make sure the Cpu list is empty
            m_EnvLightDataCPUArray.Clear();

            // Build the data for every light
            for (int lightIdx = 0; lightIdx < lights.reflectionProbeArray.Count; ++lightIdx)
            {
                HDProbe probeData    = lights.reflectionProbeArray[lightIdx];
                var     envLightData = new EnvLightData();
                m_RenderPipeline.GetEnvLightData(cmd, hdCamera, probeData, m_RenderPipeline.m_CurrentDebugDisplaySettings, ref envLightData);

                // We make the light position camera-relative as late as possible in order
                // to allow the preceding code to work with the absolute world space coordinates.
                Vector3 camPosWS = hdCamera.mainViewConstants.worldSpaceCameraPos;
                m_RenderPipeline.UpdateEnvLighCameraRelativetData(ref envLightData, camPosWS);

                m_EnvLightDataCPUArray.Add(envLightData);
            }

            // Push the data to the GPU
            m_EnvLightDataGPUArray.SetData(m_EnvLightDataCPUArray);
        }
        void BuildLightData(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights rayTracingLights, DebugDisplaySettings debugDisplaySettings)
        {
            // If no lights, exit
            if (rayTracingLights.lightCount == 0)
            {
                ResizeLightDataBuffer(1);
                return;
            }

            // Also we need to build the light list data
            if (m_LightDataGPUArray == null || m_LightDataGPUArray.count != rayTracingLights.lightCount)
            {
                ResizeLightDataBuffer(rayTracingLights.lightCount);
            }

            m_LightDataCPUArray.Clear();

            // Grab the shadow settings
            var hdShadowSettings = hdCamera.volumeStack.GetComponent <HDShadowSettings>();
            BoolScalableSetting contactShadowScalableSetting = HDAdditionalLightData.ScalableSettings.UseContactShadow(m_RenderPipeline.asset);

            // Build the data for every light
            for (int lightIdx = 0; lightIdx < rayTracingLights.hdLightArray.Count; ++lightIdx)
            {
                // Grab the additinal light data to process
                HDAdditionalLightData additionalLightData = rayTracingLights.hdLightArray[lightIdx];

                LightData lightData = new LightData();
                // When the user deletes a light source in the editor, there is a single frame where the light is null before the collection of light in the scene is triggered
                // the workaround for this is simply to add an invalid light for that frame
                if (additionalLightData == null)
                {
                    m_LightDataCPUArray.Add(lightData);
                    continue;
                }

                // Evaluate all the light type data that we need
                LightCategory   lightCategory   = LightCategory.Count;
                GPULightType    gpuLightType    = GPULightType.Point;
                LightVolumeType lightVolumeType = LightVolumeType.Count;
                HDLightType     lightType       = additionalLightData.type;
                HDRenderPipeline.EvaluateGPULightType(lightType, additionalLightData.spotLightShape, additionalLightData.areaLightShape, ref lightCategory, ref gpuLightType, ref lightVolumeType);

                // Fetch the light component for this light
                additionalLightData.gameObject.TryGetComponent(out lightComponent);

                // Build the processed light data  that we need
                ProcessedLightData processedData = new ProcessedLightData();
                processedData.additionalLightData = additionalLightData;
                processedData.lightType           = additionalLightData.type;
                processedData.lightCategory       = lightCategory;
                processedData.gpuLightType        = gpuLightType;
                processedData.lightVolumeType     = lightVolumeType;
                // Both of these positions are non-camera-relative.
                processedData.distanceToCamera       = (additionalLightData.gameObject.transform.position - hdCamera.camera.transform.position).magnitude;
                processedData.lightDistanceFade      = HDUtils.ComputeLinearDistanceFade(processedData.distanceToCamera, additionalLightData.fadeDistance);
                processedData.volumetricDistanceFade = HDUtils.ComputeLinearDistanceFade(processedData.distanceToCamera, additionalLightData.volumetricFadeDistance);
                processedData.isBakedShadowMask      = HDRenderPipeline.IsBakedShadowMaskLight(lightComponent);

                // Build a visible light
                Color finalColor = lightComponent.color.linear * lightComponent.intensity;
                if (additionalLightData.useColorTemperature)
                {
                    finalColor *= Mathf.CorrelatedColorTemperatureToRGB(lightComponent.colorTemperature);
                }
                visibleLight.finalColor = finalColor;
                visibleLight.range      = lightComponent.range;
                // This should be done explicitely, localtoworld matrix doesn't work here
                localToWorldMatrix.SetColumn(3, lightComponent.gameObject.transform.position);
                localToWorldMatrix.SetColumn(2, lightComponent.transform.forward);
                localToWorldMatrix.SetColumn(1, lightComponent.transform.up);
                localToWorldMatrix.SetColumn(0, lightComponent.transform.right);
                visibleLight.localToWorldMatrix = localToWorldMatrix;
                visibleLight.spotAngle          = lightComponent.spotAngle;

                int     shadowIndex            = additionalLightData.shadowIndex;
                int     screenSpaceShadowIndex = -1;
                int     screenSpaceChannelSlot = -1;
                Vector3 lightDimensions        = new Vector3(0.0f, 0.0f, 0.0f);

                // Use the shared code to build the light data
                m_RenderPipeline.GetLightData(cmd, hdCamera, hdShadowSettings, visibleLight, lightComponent, in processedData,
                                              shadowIndex, contactShadowScalableSetting, isRasterization: false, ref lightDimensions, ref screenSpaceShadowIndex, ref screenSpaceChannelSlot, ref lightData);

                // We make the light position camera-relative as late as possible in order
                // to allow the preceding code to work with the absolute world space coordinates.
                Vector3 camPosWS = hdCamera.mainViewConstants.worldSpaceCameraPos;
                HDRenderPipeline.UpdateLightCameraRelativetData(ref lightData, camPosWS);

                // Set the data for this light
                m_LightDataCPUArray.Add(lightData);
            }

            // Push the data to the GPU
            m_LightDataGPUArray.SetData(m_LightDataCPUArray);
        }
        void BuildGPULightVolumes(HDCamera hdCamera, HDRayTracingLights rayTracingLights)
        {
            int totalNumLights = rayTracingLights.lightCount;

            // Make sure the light volume buffer has the right size
            if (m_LightVolumesCPUArray == null || totalNumLights != m_LightVolumesCPUArray.Length)
            {
                ResizeVolumeBuffer(totalNumLights);
            }

            // Set Light volume data to the CPU buffer
            punctualLightCount = 0;
            areaLightCount     = 0;
            envLightCount      = 0;
            totalLightCount    = 0;

            int realIndex = 0;

            for (int lightIdx = 0; lightIdx < rayTracingLights.hdLightArray.Count; ++lightIdx)
            {
                HDAdditionalLightData currentLight = rayTracingLights.hdLightArray[lightIdx];

                // When the user deletes a light source in the editor, there is a single frame where the light is null before the collection of light in the scene is triggered
                // the workaround for this is simply to not add it if it is null for that invalid frame
                if (currentLight != null)
                {
                    Light light = currentLight.gameObject.GetComponent <Light>();
                    if (light == null || !light.enabled)
                    {
                        continue;
                    }

                    if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && !currentLight.includeForRayTracing)
                    {
                        continue;
                    }

                    // Reserve space in the cookie atlas
                    m_RenderPipeline.ReserveCookieAtlasTexture(currentLight, light, currentLight.type);

                    // Compute the camera relative position
                    Vector3 lightPositionRWS = currentLight.gameObject.transform.position;
                    if (ShaderConfig.s_CameraRelativeRendering != 0)
                    {
                        lightPositionRWS -= hdCamera.camera.transform.position;
                    }

                    // Grab the light range
                    float lightRange = light.range;

                    if (currentLight.type != HDLightType.Area)
                    {
                        m_LightVolumesCPUArray[realIndex].range      = new Vector3(lightRange, lightRange, lightRange);
                        m_LightVolumesCPUArray[realIndex].position   = lightPositionRWS;
                        m_LightVolumesCPUArray[realIndex].active     = (currentLight.gameObject.activeInHierarchy ? 1 : 0);
                        m_LightVolumesCPUArray[realIndex].lightIndex = (uint)lightIdx;
                        m_LightVolumesCPUArray[realIndex].shape      = 0;
                        m_LightVolumesCPUArray[realIndex].lightType  = 0;
                        punctualLightCount++;
                    }
                    else
                    {
                        // let's compute the oobb of the light influence volume first
                        Vector3 oobbDimensions = new Vector3(currentLight.shapeWidth + 2 * lightRange, currentLight.shapeHeight + 2 * lightRange, lightRange); // One-sided
                        Vector3 extents        = 0.5f * oobbDimensions;
                        Vector3 oobbCenter     = lightPositionRWS + extents.z * currentLight.gameObject.transform.forward;

                        // Let's now compute an AABB that matches the previously defined OOBB
                        OOBBToAABBBounds(oobbCenter, extents, currentLight.gameObject.transform.up, currentLight.gameObject.transform.right, currentLight.gameObject.transform.forward, ref bounds);

                        // Fill the volume data
                        m_LightVolumesCPUArray[realIndex].range      = bounds.extents;
                        m_LightVolumesCPUArray[realIndex].position   = bounds.center;
                        m_LightVolumesCPUArray[realIndex].active     = (currentLight.gameObject.activeInHierarchy ? 1 : 0);
                        m_LightVolumesCPUArray[realIndex].lightIndex = (uint)lightIdx;
                        m_LightVolumesCPUArray[realIndex].shape      = 1;
                        m_LightVolumesCPUArray[realIndex].lightType  = 1;
                        areaLightCount++;
                    }
                    realIndex++;
                }
            }

            int indexOffset = realIndex;

            // Set Env Light volume data to the CPU buffer
            for (int lightIdx = 0; lightIdx < rayTracingLights.reflectionProbeArray.Count; ++lightIdx)
            {
                HDProbe currentEnvLight = rayTracingLights.reflectionProbeArray[lightIdx];

                // Compute the camera relative position
                Vector3 probePositionRWS = currentEnvLight.influenceToWorld.GetColumn(3);
                if (ShaderConfig.s_CameraRelativeRendering != 0)
                {
                    probePositionRWS -= hdCamera.camera.transform.position;
                }

                if (currentEnvLight != null)
                {
                    if (currentEnvLight.influenceVolume.shape == InfluenceShape.Sphere)
                    {
                        m_LightVolumesCPUArray[lightIdx + indexOffset].shape    = 0;
                        m_LightVolumesCPUArray[lightIdx + indexOffset].range    = new Vector3(currentEnvLight.influenceVolume.sphereRadius, currentEnvLight.influenceVolume.sphereRadius, currentEnvLight.influenceVolume.sphereRadius);
                        m_LightVolumesCPUArray[lightIdx + indexOffset].position = probePositionRWS;
                    }
                    else
                    {
                        m_LightVolumesCPUArray[lightIdx + indexOffset].shape    = 1;
                        m_LightVolumesCPUArray[lightIdx + indexOffset].range    = new Vector3(currentEnvLight.influenceVolume.boxSize.x / 2.0f, currentEnvLight.influenceVolume.boxSize.y / 2.0f, currentEnvLight.influenceVolume.boxSize.z / 2.0f);
                        m_LightVolumesCPUArray[lightIdx + indexOffset].position = probePositionRWS;
                    }
                    m_LightVolumesCPUArray[lightIdx + indexOffset].active     = (currentEnvLight.gameObject.activeInHierarchy ? 1 : 0);
                    m_LightVolumesCPUArray[lightIdx + indexOffset].lightIndex = (uint)lightIdx;
                    m_LightVolumesCPUArray[lightIdx + indexOffset].lightType  = 2;
                    envLightCount++;
                }
            }

            totalLightCount = punctualLightCount + areaLightCount + envLightCount;

            // Push the light volumes to the GPU
            m_LightVolumeGPUArray.SetData(m_LightVolumesCPUArray);
        }
Beispiel #11
0
        void BuildGPULightVolumes(HDRayTracingLights lightArray)
        {
            int totalNumLights = lightArray.hdLightArray.Count + lightArray.reflectionProbeArray.Count;

            // Make sure the light volume buffer has the right size
            if (m_LightVolumesCPUArray == null || totalNumLights != m_LightVolumesCPUArray.Length)
            {
                ResizeVolumeBuffer(totalNumLights);
            }

            // Set Light volume data to the CPU buffer
            punctualLightCount = 0;
            areaLightCount     = 0;
            envLightCount      = 0;
            totalLightCount    = 0;

            int realIndex = 0;

            for (int lightIdx = 0; lightIdx < lightArray.hdLightArray.Count; ++lightIdx)
            {
                HDAdditionalLightData currentLight = lightArray.hdLightArray[lightIdx];

                // When the user deletes a light source in the editor, there is a single frame where the light is null before the collection of light in the scene is triggered
                // the workaround for this is simply to not add it if it is null for that invalid frame
                if (currentLight != null)
                {
                    Light light = currentLight.gameObject.GetComponent <Light>();
                    if (light == null || !light.enabled)
                    {
                        continue;
                    }

                    float lightRange = light.range;
                    m_LightVolumesCPUArray[realIndex].range      = new Vector3(lightRange, lightRange, lightRange);
                    m_LightVolumesCPUArray[realIndex].position   = currentLight.gameObject.transform.position;
                    m_LightVolumesCPUArray[realIndex].active     = (currentLight.gameObject.activeInHierarchy ? 1 : 0);
                    m_LightVolumesCPUArray[realIndex].lightIndex = (uint)lightIdx;

                    if (currentLight.lightTypeExtent == LightTypeExtent.Punctual)
                    {
                        m_LightVolumesCPUArray[realIndex].lightType = 0;
                        punctualLightCount++;
                    }
                    else
                    {
                        m_LightVolumesCPUArray[realIndex].lightType = 1;
                        areaLightCount++;
                    }
                    realIndex++;
                }
            }

            int indexOffset = realIndex;

            // Set Env Light volume data to the CPU buffer
            for (int lightIdx = 0; lightIdx < lightArray.reflectionProbeArray.Count; ++lightIdx)
            {
                HDProbe currentEnvLight = lightArray.reflectionProbeArray[lightIdx];
                if (currentEnvLight != null)
                {
                    if (currentEnvLight.influenceVolume.shape == InfluenceShape.Sphere)
                    {
                        m_LightVolumesCPUArray[lightIdx + indexOffset].shape    = 0;
                        m_LightVolumesCPUArray[lightIdx + indexOffset].range    = new Vector3(currentEnvLight.influenceVolume.sphereRadius, currentEnvLight.influenceVolume.sphereRadius, currentEnvLight.influenceVolume.sphereRadius);
                        m_LightVolumesCPUArray[lightIdx + indexOffset].position = currentEnvLight.influenceToWorld.GetColumn(3);
                    }
                    else
                    {
                        m_LightVolumesCPUArray[lightIdx + indexOffset].shape    = 1;
                        m_LightVolumesCPUArray[lightIdx + indexOffset].range    = new Vector3(currentEnvLight.influenceVolume.boxSize.x / 2.0f, currentEnvLight.influenceVolume.boxSize.y / 2.0f, currentEnvLight.influenceVolume.boxSize.z / 2.0f);
                        m_LightVolumesCPUArray[lightIdx + indexOffset].position = currentEnvLight.influenceToWorld.GetColumn(3);
                    }
                    m_LightVolumesCPUArray[lightIdx + indexOffset].active     = (currentEnvLight.gameObject.activeInHierarchy ? 1 : 0);
                    m_LightVolumesCPUArray[lightIdx + indexOffset].lightIndex = (uint)lightIdx;
                    m_LightVolumesCPUArray[lightIdx + indexOffset].lightType  = 2;
                    envLightCount++;
                }
            }

            totalLightCount = punctualLightCount + areaLightCount + envLightCount;

            // Push the light volumes to the GPU
            m_LightVolumeGPUArray.SetData(m_LightVolumesCPUArray);
        }
Beispiel #12
0
        void BuildLightData(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights rayTracingLights)
        {
            // If no lights, exit
            if (rayTracingLights.lightCount == 0)
            {
                ResizeLightDataBuffer(1);
                return;
            }

            // Also we need to build the light list data
            if (m_LightDataGPUArray == null || m_LightDataGPUArray.count != rayTracingLights.lightCount)
            {
                ResizeLightDataBuffer(rayTracingLights.lightCount);
            }

            m_LightDataCPUArray.Clear();

            // Build the data for every light
            for (int lightIdx = 0; lightIdx < rayTracingLights.hdLightArray.Count; ++lightIdx)
            {
                var lightData = new LightData();

                HDAdditionalLightData additionalLightData = rayTracingLights.hdLightArray[lightIdx];
                // When the user deletes a light source in the editor, there is a single frame where the light is null before the collection of light in the scene is triggered
                // the workaround for this is simply to add an invalid light for that frame
                if (additionalLightData == null)
                {
                    m_LightDataCPUArray.Add(lightData);
                    continue;
                }
                Light light = additionalLightData.gameObject.GetComponent <Light>();

                // Both of these positions are non-camera-relative.
                float distanceToCamera  = (light.gameObject.transform.position - hdCamera.camera.transform.position).magnitude;
                float lightDistanceFade = HDUtils.ComputeLinearDistanceFade(distanceToCamera, additionalLightData.fadeDistance);

                bool contributesToLighting = ((additionalLightData.lightDimmer > 0) && (additionalLightData.affectDiffuse || additionalLightData.affectSpecular)) || (additionalLightData.volumetricDimmer > 0);
                contributesToLighting = contributesToLighting && (lightDistanceFade > 0);

                if (!contributesToLighting)
                {
                    continue;
                }

                lightData.lightLayers = additionalLightData.GetLightLayers();
                LightCategory   lightCategory   = LightCategory.Count;
                GPULightType    gpuLightType    = GPULightType.Point;
                LightVolumeType lightVolumeType = LightVolumeType.Count;
                HDRenderPipeline.EvaluateGPULightType(light.type, additionalLightData.lightTypeExtent, additionalLightData.spotLightShape, ref lightCategory, ref gpuLightType, ref lightVolumeType);

                lightData.lightType = gpuLightType;

                lightData.positionRWS = light.gameObject.transform.position;

                bool applyRangeAttenuation = additionalLightData.applyRangeAttenuation && (gpuLightType != GPULightType.ProjectorBox);

                lightData.range = light.range;

                if (applyRangeAttenuation)
                {
                    lightData.rangeAttenuationScale = 1.0f / (light.range * light.range);
                    lightData.rangeAttenuationBias  = 1.0f;

                    if (lightData.lightType == GPULightType.Rectangle)
                    {
                        // Rect lights are currently a special case because they use the normalized
                        // [0, 1] attenuation range rather than the regular [0, r] one.
                        lightData.rangeAttenuationScale = 1.0f;
                    }
                }
                else // Don't apply any attenuation but do a 'step' at range
                {
                    // Solve f(x) = b - (a * x)^2 where x = (d/r)^2.
                    // f(0) = huge -> b = huge.
                    // f(1) = 0    -> huge - a^2 = 0 -> a = sqrt(huge).
                    const float hugeValue = 16777216.0f;
                    const float sqrtHuge  = 4096.0f;
                    lightData.rangeAttenuationScale = sqrtHuge / (light.range * light.range);
                    lightData.rangeAttenuationBias  = hugeValue;

                    if (lightData.lightType == GPULightType.Rectangle)
                    {
                        // Rect lights are currently a special case because they use the normalized
                        // [0, 1] attenuation range rather than the regular [0, r] one.
                        lightData.rangeAttenuationScale = sqrtHuge;
                    }
                }

                Color value = light.color.linear * light.intensity;
                if (additionalLightData.useColorTemperature)
                {
                    value *= Mathf.CorrelatedColorTemperatureToRGB(light.colorTemperature);
                }
                lightData.color = new Vector3(value.r, value.g, value.b);

                lightData.forward = light.transform.forward;
                lightData.up      = light.transform.up;
                lightData.right   = light.transform.right;

                if (lightData.lightType == GPULightType.ProjectorBox)
                {
                    // Rescale for cookies and windowing.
                    lightData.right *= 2.0f / Mathf.Max(additionalLightData.shapeWidth, 0.001f);
                    lightData.up    *= 2.0f / Mathf.Max(additionalLightData.shapeHeight, 0.001f);
                }
                else if (lightData.lightType == GPULightType.ProjectorPyramid)
                {
                    // Get width and height for the current frustum
                    var spotAngle = light.spotAngle;

                    float frustumWidth, frustumHeight;

                    if (additionalLightData.aspectRatio >= 1.0f)
                    {
                        frustumHeight = 2.0f * Mathf.Tan(spotAngle * 0.5f * Mathf.Deg2Rad);
                        frustumWidth  = frustumHeight * additionalLightData.aspectRatio;
                    }
                    else
                    {
                        frustumWidth  = 2.0f * Mathf.Tan(spotAngle * 0.5f * Mathf.Deg2Rad);
                        frustumHeight = frustumWidth / additionalLightData.aspectRatio;
                    }

                    // Rescale for cookies and windowing.
                    lightData.right *= 2.0f / frustumWidth;
                    lightData.up    *= 2.0f / frustumHeight;
                }

                if (lightData.lightType == GPULightType.Spot)
                {
                    var spotAngle = light.spotAngle;

                    var innerConePercent      = additionalLightData.innerSpotPercent01;
                    var cosSpotOuterHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * Mathf.Deg2Rad), 0.0f, 1.0f);
                    var sinSpotOuterHalfAngle = Mathf.Sqrt(1.0f - cosSpotOuterHalfAngle * cosSpotOuterHalfAngle);
                    var cosSpotInnerHalfAngle = Mathf.Clamp(Mathf.Cos(spotAngle * 0.5f * innerConePercent * Mathf.Deg2Rad), 0.0f, 1.0f); // inner cone

                    var val = Mathf.Max(0.0001f, (cosSpotInnerHalfAngle - cosSpotOuterHalfAngle));
                    lightData.angleScale  = 1.0f / val;
                    lightData.angleOffset = -cosSpotOuterHalfAngle * lightData.angleScale;

                    // Rescale for cookies and windowing.
                    float cotOuterHalfAngle = cosSpotOuterHalfAngle / sinSpotOuterHalfAngle;
                    lightData.up    *= cotOuterHalfAngle;
                    lightData.right *= cotOuterHalfAngle;
                }
                else
                {
                    // These are the neutral values allowing GetAngleAnttenuation in shader code to return 1.0
                    lightData.angleScale  = 0.0f;
                    lightData.angleOffset = 1.0f;
                }

                if (lightData.lightType != GPULightType.Directional && lightData.lightType != GPULightType.ProjectorBox)
                {
                    // Store the squared radius of the light to simulate a fill light.
                    lightData.size = new Vector2(additionalLightData.shapeRadius * additionalLightData.shapeRadius, 0);
                }

                if (lightData.lightType == GPULightType.Rectangle || lightData.lightType == GPULightType.Tube)
                {
                    lightData.size = new Vector2(additionalLightData.shapeWidth, additionalLightData.shapeHeight);
                }

                lightData.lightDimmer           = lightDistanceFade * (additionalLightData.lightDimmer);
                lightData.diffuseDimmer         = lightDistanceFade * (additionalLightData.affectDiffuse ? additionalLightData.lightDimmer : 0);
                lightData.specularDimmer        = lightDistanceFade * (additionalLightData.affectSpecular ? additionalLightData.lightDimmer * hdCamera.frameSettings.specularGlobalDimmer : 0);
                lightData.volumetricLightDimmer = lightDistanceFade * (additionalLightData.volumetricDimmer);

                lightData.contactShadowMask      = 0;
                lightData.cookieIndex            = -1;
                lightData.shadowIndex            = -1;
                lightData.screenSpaceShadowIndex = -1;

                if (light != null && light.cookie != null)
                {
                    // TODO: add texture atlas support for cookie textures.
                    switch (light.type)
                    {
                    case LightType.Spot:
                        lightData.cookieIndex = m_RenderPipeline.m_TextureCaches.cookieTexArray.FetchSlice(cmd, light.cookie);
                        break;

                    case LightType.Point:
                        lightData.cookieIndex = m_RenderPipeline.m_TextureCaches.cubeCookieTexArray.FetchSlice(cmd, light.cookie);
                        break;
                    }
                }
                else if (light.type == LightType.Spot && additionalLightData.spotLightShape != SpotLightShape.Cone)
                {
                    // Projectors lights must always have a cookie texture.
                    // As long as the cache is a texture array and not an atlas, the 4x4 white texture will be rescaled to 128
                    lightData.cookieIndex = m_RenderPipeline.m_TextureCaches.cookieTexArray.FetchSlice(cmd, Texture2D.whiteTexture);
                }
                else if (lightData.lightType == GPULightType.Rectangle && additionalLightData.areaLightCookie != null)
                {
                    lightData.cookieIndex = m_RenderPipeline.m_TextureCaches.areaLightCookieManager.FetchSlice(cmd, additionalLightData.areaLightCookie);
                }

                {
                    lightData.shadowDimmer           = 1.0f;
                    lightData.volumetricShadowDimmer = 1.0f;
                }

                {
                    // fix up shadow information
                    lightData.shadowIndex = additionalLightData.shadowIndex;
                }

                // Value of max smoothness is from artists point of view, need to convert from perceptual smoothness to roughness
                lightData.minRoughness = (1.0f - additionalLightData.maxSmoothness) * (1.0f - additionalLightData.maxSmoothness);

                // No usage for the shadow masks
                lightData.shadowMaskSelector = Vector4.zero;
                {
                    // use -1 to say that we don't use shadow mask
                    lightData.shadowMaskSelector.x = -1.0f;
                    lightData.nonLightMappedOnly   = 0;
                }

                if (ShaderConfig.s_CameraRelativeRendering != 0)
                {
                    // Caution: 'LightData.positionWS' is camera-relative after this point.
                    Vector3 camPosWS = hdCamera.mainViewConstants.worldSpaceCameraPos;
                    lightData.positionRWS -= camPosWS;
                }

                // Set the data for this light
                m_LightDataCPUArray.Add(lightData);
            }

            // Push the data to the GPU
            m_LightDataGPUArray.SetData(m_LightDataCPUArray);
        }
        void BuildLightData(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights rayTracingLights, DebugDisplaySettings debugDisplaySettings)
        {
            // If no lights, exit
            if (rayTracingLights.lightCount == 0)
            {
                ResizeLightDataBuffer(1);
                return;
            }

            // Also we need to build the light list data
            if (m_LightDataGPUArray == null || m_LightDataGPUArray.count != rayTracingLights.lightCount)
            {
                ResizeLightDataBuffer(rayTracingLights.lightCount);
            }

            m_LightDataCPUArray.Clear();

            // Grab the shadow settings
            var hdShadowSettings = hdCamera.volumeStack.GetComponent <HDShadowSettings>();
            BoolScalableSetting contactShadowScalableSetting = HDAdditionalLightData.ScalableSettings.UseContactShadow(m_RenderPipeline.asset);

            // Build the data for every light
            HDLightRenderDatabase lightEntities = HDLightRenderDatabase.instance;
            var processedLightEntity            = new HDProcessedVisibleLight()
            {
                shadowMapFlags = HDProcessedVisibleLightsBuilder.ShadowMapFlags.None
            };

            var globalConfig     = HDGpuLightsBuilder.CreateGpuLightDataJobGlobalConfig.Create(hdCamera, hdShadowSettings);
            var shadowInitParams = m_RenderPipeline.currentPlatformRenderPipelineSettings.hdShadowInitParams;

            for (int lightIdx = 0; lightIdx < rayTracingLights.hdLightEntityArray.Count; ++lightIdx)
            {
                // Grab the additinal light data to process
                int dataIndex = lightEntities.GetEntityDataIndex(rayTracingLights.hdLightEntityArray[lightIdx]);
                HDAdditionalLightData additionalLightData = lightEntities.hdAdditionalLightData[dataIndex];

                LightData lightData = new LightData();
                // When the user deletes a light source in the editor, there is a single frame where the light is null before the collection of light in the scene is triggered
                // the workaround for this is simply to add an invalid light for that frame
                if (additionalLightData == null)
                {
                    m_LightDataCPUArray.Add(lightData);
                    continue;
                }

                // Evaluate all the light type data that we need
                LightCategory   lightCategory   = LightCategory.Count;
                GPULightType    gpuLightType    = GPULightType.Point;
                LightVolumeType lightVolumeType = LightVolumeType.Count;
                HDLightType     lightType       = additionalLightData.type;
                HDRenderPipeline.EvaluateGPULightType(lightType, additionalLightData.spotLightShape, additionalLightData.areaLightShape, ref lightCategory, ref gpuLightType, ref lightVolumeType);

                // Fetch the light component for this light
                additionalLightData.gameObject.TryGetComponent(out lightComponent);

                ref HDLightRenderData lightRenderData = ref lightEntities.GetLightDataAsRef(dataIndex);

                // Build the processed light data  that we need
                processedLightEntity.dataIndex                   = dataIndex;
                processedLightEntity.gpuLightType                = gpuLightType;
                processedLightEntity.lightType                   = additionalLightData.type;
                processedLightEntity.distanceToCamera            = (additionalLightData.transform.position - hdCamera.camera.transform.position).magnitude;
                processedLightEntity.lightDistanceFade           = HDUtils.ComputeLinearDistanceFade(processedLightEntity.distanceToCamera, lightRenderData.fadeDistance);
                processedLightEntity.lightVolumetricDistanceFade = HDUtils.ComputeLinearDistanceFade(processedLightEntity.distanceToCamera, lightRenderData.volumetricFadeDistance);
                processedLightEntity.isBakedShadowMask           = HDRenderPipeline.IsBakedShadowMaskLight(lightComponent);

                // Build a visible light
                visibleLight.finalColor = LightUtils.EvaluateLightColor(lightComponent, additionalLightData);
                visibleLight.range      = lightComponent.range;
                // This should be done explicitly, localToWorld matrix doesn't work here
                localToWorldMatrix.SetColumn(3, lightComponent.gameObject.transform.position);
                localToWorldMatrix.SetColumn(2, lightComponent.transform.forward);
                localToWorldMatrix.SetColumn(1, lightComponent.transform.up);
                localToWorldMatrix.SetColumn(0, lightComponent.transform.right);
                visibleLight.localToWorldMatrix = localToWorldMatrix;
                visibleLight.spotAngle          = lightComponent.spotAngle;

                int     shadowIndex     = additionalLightData.shadowIndex;
                Vector3 lightDimensions = new Vector3(0.0f, 0.0f, 0.0f);

                // Use the shared code to build the light data
                HDGpuLightsBuilder.CreateGpuLightDataJob.ConvertLightToGPUFormat(
                    lightCategory, gpuLightType, globalConfig,
                    lightComponent.lightShadowCasterMode, lightComponent.bakingOutput,
                    visibleLight, processedLightEntity, lightRenderData, out var _, ref lightData);
                m_RenderPipeline.gpuLightList.ProcessLightDataShadowIndex(cmd, shadowInitParams, lightType, lightComponent, additionalLightData, shadowIndex, ref lightData);

                // We make the light position camera-relative as late as possible in order
                // to allow the preceding code to work with the absolute world space coordinates.
                Vector3 camPosWS = hdCamera.mainViewConstants.worldSpaceCameraPos;
                HDRenderPipeline.UpdateLightCameraRelativetData(ref lightData, camPosWS);

                // Set the data for this light
                m_LightDataCPUArray.Add(lightData);
            }