void InitializeScreenSpaceShadows()
        {
            if (!m_Asset.currentPlatformRenderPipelineSettings.hdShadowInitParams.supportScreenSpaceShadows)
            {
                return;
            }

            // Fetch the shaders
            if (m_RayTracingSupported)
            {
                m_ScreenSpaceShadowsCS       = m_GlobalSettings.renderPipelineRayTracingResources.shadowRaytracingCS;
                m_ScreenSpaceShadowsFilterCS = m_GlobalSettings.renderPipelineRayTracingResources.shadowFilterCS;
                m_ScreenSpaceShadowsRT       = m_GlobalSettings.renderPipelineRayTracingResources.shadowRaytracingRT;

                // Directional shadow kernels
                m_ClearShadowTexture                = m_ScreenSpaceShadowsCS.FindKernel("ClearShadowTexture");
                m_OutputShadowTextureKernel         = m_ScreenSpaceShadowsCS.FindKernel("OutputShadowTexture");
                m_OutputColorShadowTextureKernel    = m_ScreenSpaceShadowsCS.FindKernel("OutputColorShadowTexture");
                m_OutputSpecularShadowTextureKernel = m_ScreenSpaceShadowsCS.FindKernel("OutputSpecularShadowTexture");
                m_RaytracingDirectionalShadowSample = m_ScreenSpaceShadowsCS.FindKernel("RaytracingDirectionalShadowSample");
                m_RaytracingPointShadowSample       = m_ScreenSpaceShadowsCS.FindKernel("RaytracingPointShadowSample");
                m_RaytracingSpotShadowSample        = m_ScreenSpaceShadowsCS.FindKernel("RaytracingSpotShadowSample");

                // Area shadow kernels
                m_AreaRaytracingShadowPrepassKernel   = m_ScreenSpaceShadowsCS.FindKernel("RaytracingAreaShadowPrepass");
                m_AreaRaytracingShadowNewSampleKernel = m_ScreenSpaceShadowsCS.FindKernel("RaytracingAreaShadowNewSample");
                m_AreaShadowApplyTAAKernel            = m_ScreenSpaceShadowsFilterCS.FindKernel("AreaShadowApplyTAA");
                m_AreaUpdateAnalyticHistoryKernel     = m_ScreenSpaceShadowsFilterCS.FindKernel("AreaAnalyticHistoryCopy");
                m_AreaUpdateShadowHistoryKernel       = m_ScreenSpaceShadowsFilterCS.FindKernel("AreaShadowHistoryCopy");
                m_AreaEstimateNoiseKernel             = m_ScreenSpaceShadowsFilterCS.FindKernel("AreaShadowEstimateNoise");
                m_AreaFirstDenoiseKernel    = m_ScreenSpaceShadowsFilterCS.FindKernel("AreaShadowDenoiseFirstPass");
                m_AreaSecondDenoiseKernel   = m_ScreenSpaceShadowsFilterCS.FindKernel("AreaShadowDenoiseSecondPass");
                m_AreaShadowNoDenoiseKernel = m_ScreenSpaceShadowsFilterCS.FindKernel("AreaShadowNoDenoise");

                // Debug kernel
                m_WriteShadowTextureDebugKernel = m_ScreenSpaceShadowsFilterCS.FindKernel("WriteShadowTextureDebug");
            }

            // Directional shadow material
            s_ScreenSpaceShadowsMat = CoreUtils.CreateEngineMaterial(screenSpaceShadowsShader);

            switch (m_Asset.currentPlatformRenderPipelineSettings.hdShadowInitParams.shadowFilteringQuality)
            {
            case HDShadowFilteringQuality.Low:
                s_ScreenSpaceShadowsMat.EnableKeyword("SHADOW_LOW");
                break;

            case HDShadowFilteringQuality.Medium:
                s_ScreenSpaceShadowsMat.EnableKeyword("SHADOW_MEDIUM");
                break;

            case HDShadowFilteringQuality.High:
                s_ScreenSpaceShadowsMat.EnableKeyword("SHADOW_HIGH");
                break;

            case HDShadowFilteringQuality.VeryHigh:
                s_ScreenSpaceShadowsMat.EnableKeyword("SHADOW_VERY_HIGH");
                break;

            default:
                s_ScreenSpaceShadowsMat.EnableKeyword("SHADOW_MEDIUM");
                break;
            }
        }
Ejemplo n.º 2
0
 extern public static string GetCallableShaderName([NotNull] RayTracingShader s, int shaderIndex);
Ejemplo n.º 3
0
 extern internal static int              GetRayTracingShaderPlatformCount(RayTracingShader s);
Ejemplo n.º 4
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 extern public static string GetRayGenerationShaderName([NotNull] RayTracingShader s, int shaderIndex);
Ejemplo n.º 5
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 extern public static int GetMissShaderRayPayloadSize([NotNull] RayTracingShader s, int shaderIndex);
Ejemplo n.º 6
0
        public void BindRayTracedIndirectDiffuseData(CommandBuffer cmd, HDCamera hdCamera, HDRaytracingEnvironment rtEnvironment, RayTracingShader indirectDiffuseShader, GlobalIllumination settings, LightCluster lightClusterSettings)
        {
            // Grab the acceleration structures and the light cluster to use
            RayTracingAccelerationStructure accelerationStructure = m_RayTracingManager.RequestAccelerationStructure(rtEnvironment.indirectDiffuseLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RayTracingManager.RequestLightCluster(rtEnvironment.indirectDiffuseLayerMask);

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

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

            // Inject the ray-tracing sampling data
            cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledRGTexture, m_Asset.renderPipelineResources.textures.owenScrambledRGBATex);
            cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambled256Tex);
            cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

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

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._IndirectDiffuseTextureRW, m_IDIntermediateBuffer0);
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._IndirectDiffuseHitPointTextureRW, m_IDIntermediateBuffer1);
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

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

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

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

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

            // LightLoop data
            lightCluster.BindLightClusterData(cmd);

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

            // Set the number of bounces to 1
            cmd.SetGlobalInt(HDShaderIDs._RaytracingMaxRecursion, settings.numBounces.value);
        }
Ejemplo n.º 7
0
 extern public static ShaderMessage[] GetRayTracingShaderMessages([NotNull] RayTracingShader s);
Ejemplo n.º 8
0
        void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            RayTracingShader pathTracingShader   = m_Asset.renderPipelineRayTracingResources.pathTracing;
            PathTracing      pathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();

            // Check the validity of the state before computing the effect
            if (!pathTracingShader || !pathTracingSettings.enable.value)
            {
                return;
            }

            // Inject the ray-tracing sampling data
            BlueNoise blueNoiseManager = GetBlueNoiseManager();

            blueNoiseManager.BindDitheredRNGData256SPP(cmd);

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

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
            RayTracingSettings rayTracingSettings   = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            // Define the shader pass to use for the path tracing pass
            cmd.SetRayTracingShaderPass(pathTracingShader, "PathTracingDXR");

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

            // Inject the ray-tracing sampling data
            cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambled256Tex);
            cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rayTracingSettings.rayBias.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingNumSamples, pathTracingSettings.maximumSamples.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMinRecursion, pathTracingSettings.minimumDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, pathTracingSettings.maximumDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, pathTracingSettings.maximumIntensity.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

            // Set the data for the ray generation
            //cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._CameraColorTextureRW, outputTexture);
            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameCount);

            // Compute an approximate pixel spread angle value (in radians)
            cmd.SetRayTracingFloatParam(pathTracingShader, HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

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

            // Set the data for the ray miss
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));

            // Additional data for path tracing
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._AccumulatedFrameTexture, history);
            cmd.SetRayTracingMatrixParam(pathTracingShader, HDShaderIDs._PixelCoordToViewDirWS, hdCamera.mainViewConstants.pixelCoordToViewDirWS);

            // Run the computation
            cmd.DispatchRays(pathTracingShader, m_PathTracingRayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
        }
        public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandleSystem.RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Let's check all the resources
            HDRaytracingEnvironment rtEnvironment = m_RaytracingManager.CurrentEnvironment();
            RayTracingShader        aoShader      = m_PipelineRayTracingResources.aoRaytracing;
            var aoSettings = VolumeManager.instance.stack.GetComponent <AmbientOcclusion>();

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

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

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

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

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

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

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

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

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

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

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

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

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

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

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

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

            // TODO: All the push-debug stuff should be centralized somewhere
            (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO);
        }
        public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // 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 (!m_RenderPipeline.GetRayTracingState())
            {
                SetDefaultAmbientOcclusionTexture(cmd);
                return;
            }

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

            using (new ProfilingSample(cmd, "Ray Trace Ambient Occlusion", CustomSamplerId.RaytracingAmbientOcclusion.GetSampler()))
            {
                // Grab the acceleration structure for the target camera
                RayTracingAccelerationStructure accelerationStructure = m_RenderPipeline.RequestAccelerationStructure();

                // 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, rayTracingSettings.rayBias.value);
                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_RenderPipeline.sharedRTManager.GetDepthStencilBuffer());
                cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._NormalBufferTexture, m_RenderPipeline.sharedRTManager.GetNormalBuffer());
                int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;
                cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

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

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

                RayCountManager rayCountManager = m_RenderPipeline.GetRayCountManager();
                cmd.SetRayTracingIntParam(aoShader, HDShaderIDs._RayCountEnabled, rayCountManager.RayCountIsEnabled());
                cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._RayCountTexture, 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_RenderPipeline.GetTemporalFilter();
                    temporalFilter.DenoiseBuffer(cmd, hdCamera, m_AOIntermediateBuffer0, ambientOcclusionHistory, m_AOIntermediateBuffer1);

                    // Apply the diffuse denoiser
                    HDDiffuseDenoiser diffuseDenoiser = m_RenderPipeline.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);
        }
Ejemplo n.º 11
0
        void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture)
        {
            RayTracingShader pathTracingShader = m_Asset.renderPipelineRayTracingResources.pathTracing;

            m_PathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();

            // Check the validity of the state before moving on with the computation
            if (!pathTracingShader || !m_PathTracingSettings.enable.value)
            {
                return;
            }

            CheckDirtiness(hdCamera);

            // Inject the ray-tracing sampling data
            BlueNoise blueNoiseManager = GetBlueNoiseManager();

            blueNoiseManager.BindDitheredRNGData256SPP(cmd);

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
            RayTracingSettings rayTracingSettings   = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            if (!m_SubFrameManager.isRecording)
            {
                // If we are recording, the max iteration is set/overridden by the subframe manager, otherwise we read it from the path tracing volume
                m_SubFrameManager.subFrameCount = (uint)m_PathTracingSettings.maximumSamples.value;
            }

#if UNITY_HDRP_DXR_TESTS_DEFINE
            if (Application.isPlaying)
            {
                m_SubFrameManager.subFrameCount = 1;
            }
#endif

            uint currentIteration = m_SubFrameManager.iteration;
            if (currentIteration < m_SubFrameManager.subFrameCount)
            {
                // Define the shader pass to use for the path tracing pass
                cmd.SetRayTracingShaderPass(pathTracingShader, "PathTracingDXR");

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

                // Inject the ray-tracing sampling data
                cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambled256Tex);
                cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

                // Inject the ray generation data
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingNumSamples, m_SubFrameManager.subFrameCount);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingMinRecursion, m_PathTracingSettings.minimumDepth.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, m_PathTracingSettings.maximumDepth.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, m_PathTracingSettings.maximumIntensity.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rayTracingSettings.rayBias.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

                // Set the data for the ray generation
                cmd.SetGlobalInt(HDShaderIDs._RaytracingSampleIndex, (int)m_SubFrameManager.iteration);

                // Compute an approximate pixel spread angle value (in radians)
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

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

                // Set the data for the ray miss
                cmd.SetRayTracingIntParam(pathTracingShader, HDShaderIDs._RaytracingCameraSkyEnabled, m_CameraSkyEnabled ? 1 : 0);
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._RaytracingCameraClearColor, hdCamera.backgroundColorHDR);
                cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));

                // Additional data for path tracing
                cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._RadianceTexture, m_RadianceTexture);
                cmd.SetRayTracingMatrixParam(pathTracingShader, HDShaderIDs._PixelCoordToViewDirWS, hdCamera.mainViewConstants.pixelCoordToViewDirWS);
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._PathTracedDoFConstants, ComputeDoFConstants(hdCamera, m_PathTracingSettings));
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._InvViewportScaleBias, HDUtils.ComputeInverseViewportScaleBias(hdCamera));

                // Run the computation
                cmd.DispatchRays(pathTracingShader, "RayGen", (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
            }
            RenderAccumulation(hdCamera, cmd, m_RadianceTexture, outputTexture, true);
        }
Ejemplo n.º 12
0
        void BindRayTracedReflectionData(CommandBuffer cmd, HDCamera hdCamera, RayTracingShader reflectionShader, ScreenSpaceReflection settings, LightCluster lightClusterSettings, RayTracingSettings rtSettings
                                         , RTHandle outputLightingBuffer, RTHandle outputHitPointBuffer)
        {
            // Grab the acceleration structures and the light cluster to use
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            BlueNoise blueNoise = GetBlueNoiseManager();

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

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

            // Global reflection parameters
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingReflectionSmoothnessFadeStart, settings.smoothnessFadeStart.value);
            cmd.SetGlobalInt(HDShaderIDs._RaytracingIncludeSky, settings.reflectSky.value ? 1 : 0);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtSettings.rayBias.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, settings.rayLength.value);
            cmd.SetGlobalInt(HDShaderIDs._RaytracingNumSamples, settings.sampleCount.value);

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

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrLightingTextureRW, outputLightingBuffer);
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrHitPointTexture, outputHitPointBuffer);
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetGlobalTexture(HDShaderIDs._StencilTexture, sharedRTManager.GetDepthStencilBuffer(), RenderTextureSubElement.Stencil);
            cmd.SetRayTracingIntParams(reflectionShader, HDShaderIDs._SsrStencilBit, (int)StencilUsage.TraceReflectionRay);

            // Set ray count tex
            RayCountManager rayCountManager = GetRayCountManager();

            cmd.SetGlobalInt(HDShaderIDs._RayCountEnabled, rayCountManager.RayCountIsEnabled());
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture());

            // Compute the pixel spread value
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

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

            // Note: Just in case, we rebind the directional light data (in case they were not)
            cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_LightLoopLightData.directionalLightData);

            // Evaluate the clear coat mask texture based on the lit shader mode
            RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();

            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

            // Set the number of bounces for reflections
            cmd.SetGlobalInt(HDShaderIDs._RaytracingMaxRecursion, settings.bounceCount.value);

            // Set the data for the ray miss
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));
        }
Ejemplo n.º 13
0
        void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the required resources
            BlueNoise        blueNoise           = GetBlueNoiseManager();
            RayTracingShader reflectionShaderRT  = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingRT;
            ComputeShader    reflectionShaderCS  = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingCS;
            ComputeShader    reflectionFilter    = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS;
            RTHandle         intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
            RTHandle         intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

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

            // Texture dimensions
            int texWidth  = hdCamera.actualWidth;
            int texHeight = hdCamera.actualHeight;

            // Evaluate the dispatch parameters
            int areaTileSize = 8;
            int numTilesXHR = 0, numTilesYHR = 0;
            int currentKernel = 0;
            RenderTargetIdentifier clearCoatMaskTexture;

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingIntegrateReflection)))
            {
                // Fetch the new sample kernel
                currentKernel = reflectionShaderCS.FindKernel(settings.fullResolution.value ? "RaytracingReflectionsFullRes" : "RaytracingReflectionsHalfRes");

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

                // Bind all the required textures
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);
                cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._SsrStencilBit, (int)StencilUsage.TraceReflectionRay);
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._StencilTexture, m_SharedRTManager.GetDepthStencilBuffer(), 0, RenderTextureSubElement.Stencil);

                // Bind all the required scalars
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
                cmd.SetGlobalInt(HDShaderIDs._RaytracingIncludeSky, settings.reflectSky.value ? 1 : 0);

                // Bind the output buffers
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, intermediateBuffer1);

                if (settings.fullResolution.value)
                {
                    // Evaluate the dispatch parameters
                    numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize;
                }
                else
                {
                    // Evaluate the dispatch parameters
                    numTilesXHR = (texWidth / 2 + (areaTileSize - 1)) / areaTileSize;
                    numTilesYHR = (texHeight / 2 + (areaTileSize - 1)) / areaTileSize;
                }

                // Compute the directions
                cmd.DispatchCompute(reflectionShaderCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                // Prepare the components for the deferred lighting
                DeferredLightingRTParameters deferredParamters = PrepareReflectionDeferredLightingRTParameters(hdCamera);
                DeferredLightingRTResources  deferredResources = PrepareDeferredLightingRTResources(hdCamera, intermediateBuffer1, intermediateBuffer0);

                // Evaluate the deferred lighting
                RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources);

                // Fetch the right filter to use
                if (settings.fullResolution.value)
                {
                    currentKernel = reflectionFilter.FindKernel("ReflectionIntegrationUpscaleFullRes");
                }
                else
                {
                    currentKernel = reflectionFilter.FindKernel("ReflectionIntegrationUpscaleHalfRes");
                }

                // Inject all the parameters for the compute
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrLightingTextureRW, intermediateBuffer0);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrHitPointTexture, intermediateBuffer1);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._BlueNoiseTexture, blueNoise.textureArray16RGB);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_RaytracingReflectionTexture", outputTexture);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
                cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._SpatialFilterRadius, settings.upscaleRadius.value);
                cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._RaytracingDenoiseRadius, settings.denoise.value ? settings.denoiserRadius.value : 0);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingReflectionSmoothnessFadeStart, settings.smoothnessFadeStart.value);

                numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize;
                numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize;

                // Bind the right texture for clear coat support
                clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

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

            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, outputTexture, reflectionHistory, intermediateBuffer0, historyValidity: historyValidity);
                    HDUtils.BlitCameraTexture(cmd, intermediateBuffer0, outputTexture);
                }
            }
        }
Ejemplo n.º 14
0
        void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture)
        {
            RayTracingShader pathTracingShader = m_Asset.renderPipelineRayTracingResources.pathTracing;

            m_PathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();

            // Check the validity of the state before moving on with the computation
            if (!pathTracingShader || !m_PathTracingSettings.enable.value)
            {
                return;
            }

            if (hdCamera.viewCount > 1)
            {
                Debug.LogError("Path Tracing is not supported when using XR single-pass rendering.");
                return;
            }

            CheckDirtiness(hdCamera);

            // Inject the ray-tracing sampling data
            BlueNoise blueNoiseManager = GetBlueNoiseManager();

            blueNoiseManager.BindDitheredRNGData256SPP(cmd);

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            LightCluster lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();

            if (!m_SubFrameManager.isRecording)
            {
                // If we are recording, the max iteration is set/overridden by the subframe manager, otherwise we read it from the path tracing volume
                m_SubFrameManager.subFrameCount = (uint)m_PathTracingSettings.maximumSamples.value;
            }

#if UNITY_HDRP_DXR_TESTS_DEFINE
            if (Application.isPlaying)
            {
                m_SubFrameManager.subFrameCount = 1;
            }
#endif

            CameraData camData = m_SubFrameManager.GetCameraData(hdCamera.camera.GetInstanceID());
            if (camData.currentIteration < m_SubFrameManager.subFrameCount)
            {
                // Define the shader pass to use for the path tracing pass
                cmd.SetRayTracingShaderPass(pathTracingShader, "PathTracingDXR");

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

                // Inject the ray-tracing sampling data
                cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambled256Tex);
                cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

                // Update the global constant buffer
                m_ShaderVariablesRayTracingCB._RaytracingNumSamples     = (int)m_SubFrameManager.subFrameCount;
                m_ShaderVariablesRayTracingCB._RaytracingMinRecursion   = m_PathTracingSettings.minimumDepth.value;
                m_ShaderVariablesRayTracingCB._RaytracingMaxRecursion   = m_PathTracingSettings.maximumDepth.value;
                m_ShaderVariablesRayTracingCB._RaytracingIntensityClamp = m_PathTracingSettings.maximumIntensity.value;
                m_ShaderVariablesRayTracingCB._RaytracingSampleIndex    = (int)camData.currentIteration;
                ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing);

                // LightLoop data
                cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
                cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());

                // Set the data for the ray miss
                cmd.SetRayTracingIntParam(pathTracingShader, HDShaderIDs._RaytracingCameraSkyEnabled, camData.skyEnabled ? 1 : 0);
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._RaytracingCameraClearColor, hdCamera.backgroundColorHDR);
                cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));

                // Additional data for path tracing
                cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._RadianceTexture, m_RadianceTexture);
                cmd.SetRayTracingMatrixParam(pathTracingShader, HDShaderIDs._PixelCoordToViewDirWS, hdCamera.mainViewConstants.pixelCoordToViewDirWS);
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._PathTracedDoFConstants, ComputeDoFConstants(hdCamera, m_PathTracingSettings));

                // Run the computation
                cmd.DispatchRays(pathTracingShader, "RayGen", (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
            }
            RenderAccumulation(hdCamera, m_RadianceTexture, outputTexture, true, cmd);
        }
 extern internal static bool             IsRayTracingShaderValidForPlatform(RayTracingShader s, ShaderPlatform renderer);
        public void RenderIndirectDiffuseT1(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the required resources
            var       settings  = VolumeManager.instance.stack.GetComponent <GlobalIllumination>();
            BlueNoise blueNoise = GetBlueNoiseManager();

            // Fetch all the settings
            LightCluster       lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = VolumeManager.instance.stack.GetComponent <RayTracingSettings>();

            ComputeShader indirectDiffuseCS = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingCS;

            using (new ProfilingSample(cmd, "Ray Trace Indirect Diffuse", CustomSamplerId.RaytracingIntegrateIndirectDiffuse.GetSampler()))
            {
                if (settings.deferredMode.value)
                {
                    // Fetch the new sample kernel
                    int currentKernel = indirectDiffuseCS.FindKernel(settings.fullResolution.value ? "RaytracingIndirectDiffuseFullRes" : "RaytracingIndirectDiffuseHalfRes");

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

                    // Bind all the required textures
                    cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

                    // Bind all the required scalars
                    cmd.SetComputeFloatParam(indirectDiffuseCS, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);

                    // Bind the sampling data
                    int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8;
                    cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                    // Bind the output buffers
                    cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);

                    // Texture dimensions
                    int texWidth  = hdCamera.actualWidth;
                    int texHeight = hdCamera.actualHeight;

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

                    // Compute the directions
                    cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                    // Prepare the components for the deferred lighting
                    DeferredLightingRTParameters deferredParamters = PrepareIndirectDiffuseDeferredLightingRTParameters(hdCamera);
                    DeferredLightingRTResources  deferredResources = PrepareDeferredLightingRTResources(hdCamera, m_RaytracingDirectionBuffer, m_IDIntermediateBuffer0);

                    // Evaluate the deferred lighting
                    RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources);
                }
                else
                {
                    RayTracingShader indirectDiffuseRT = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingRT;

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

                    // Run the computation
                    CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", true);
                    CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);

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

                    CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);
                }
            }

            using (new ProfilingSample(cmd, "Filter Indirect Diffuse", CustomSamplerId.RaytracingFilterIndirectDiffuse.GetSampler()))
            {
                // Fetch the right filter to use
                int currentKernel = indirectDiffuseCS.FindKernel(settings.fullResolution.value ? "IndirectDiffuseIntegrationUpscaleFullRes" : "IndirectDiffuseIntegrationUpscaleHalfRes");

                // Inject all the parameters for the compute
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._IndirectDiffuseTexture, m_IDIntermediateBuffer0);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._BlueNoiseTexture, blueNoise.textureArray16RGB);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._UpscaledIndirectDiffuseTextureRW, m_IDIntermediateBuffer1);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
                cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._SpatialFilterRadius, settings.upscaleRadius.value);

                // Texture dimensions
                int texWidth  = hdCamera.actualWidth;
                int texHeight = hdCamera.actualHeight;

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

                // Compute the texture
                cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                // Copy the data back to the right buffer
                HDUtils.BlitCameraTexture(cmd, m_IDIntermediateBuffer1, m_IDIntermediateBuffer0);

                // Denoise if required
                if (settings.denoise.value)
                {
                    DenoiseIndirectDiffuseBuffer(hdCamera, cmd, settings);
                }
            }
        }
Ejemplo n.º 17
0
        public void RenderIndirectDiffuseT1(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the required resources
            HDRaytracingEnvironment rtEnvironment = m_RayTracingManager.CurrentEnvironment();
            var       settings  = VolumeManager.instance.stack.GetComponent <GlobalIllumination>();
            BlueNoise blueNoise = m_RayTracingManager.GetBlueNoiseManager();

            // Fetch all the settings
            LightCluster lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();

            if (settings.deferredMode.value)
            {
                ComputeShader indirectDiffuseCS = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingCS;

                // Fetch the new sample kernel
                int currentKernel = indirectDiffuseCS.FindKernel("RaytracingIndirectDiffuseFullRes");

                // Bind all the required textures
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._OwenScrambledRGTexture, m_Asset.renderPipelineResources.textures.owenScrambledRGBATex);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambled256Tex);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

                // Bind all the required scalars
                cmd.SetComputeFloatParam(indirectDiffuseCS, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);

                // Bind the sampling data
                int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8;
                cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                // Bind the output buffers
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);

                // Texture dimensions
                int texWidth  = hdCamera.actualWidth;
                int texHeight = hdCamera.actualHeight;

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

                // Compute the directions
                cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, 1);

                // Prepare the components for the deferred lighting
                DeferredLightingRTParameters deferredParamters = PrepareIndirectDiffuseDeferredLightingRTParameters(hdCamera, rtEnvironment);
                DeferredLightingRTResources  deferredResources = PrepareDeferredLightingRTResources(m_RaytracingDirectionBuffer, m_IDIntermediateBuffer0);

                // Evaluate the deferred lighting
                RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources);
            }
            else
            {
                RayTracingShader indirectDiffuseRT = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingRT;

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

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

                // Run the computation
                CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", true);
                CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);

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

                CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);
            }

            using (new ProfilingSample(cmd, "Filter Indirect Diffuse", CustomSamplerId.RaytracingFilterIndirectDiffuse.GetSampler()))
            {
                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);
                }
            }
        }
        public void BindRayTracedIndirectDiffuseData(CommandBuffer cmd, HDCamera hdCamera, RayTracingShader indirectDiffuseShader, GlobalIllumination settings, LightCluster lightClusterSettings, RayTracingSettings rtSettings)
        {
            // Grab the acceleration structures and the light cluster to use
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            BlueNoise blueNoise = GetBlueNoiseManager();

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

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

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

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

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._IndirectDiffuseTextureRW, m_IDIntermediateBuffer0);
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._IndirectDiffuseHitPointTextureRW, m_IDIntermediateBuffer1);
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

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

            // Set ray count texture
            RayCountManager rayCountManager = GetRayCountManager();

            cmd.SetRayTracingIntParam(indirectDiffuseShader, HDShaderIDs._RayCountEnabled, rayCountManager.RayCountIsEnabled());
            cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture());

            // Compute the pixel spread value
            cmd.SetRayTracingFloatParam(indirectDiffuseShader, HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

            // LightLoop data
            lightCluster.BindLightClusterData(cmd);

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

            // Set the number of bounces to 1
            cmd.SetGlobalInt(HDShaderIDs._RaytracingMaxRecursion, settings.bounceCount.value);
        }
Ejemplo n.º 19
0
 extern public static int GetRayTracingShaderMessageCount([NotNull] RayTracingShader s);
Ejemplo n.º 20
0
        public void RaytracingRecursiveRender(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, CullingResults cull)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironment     = m_RayTracingManager.CurrentEnvironment();
            RecursiveRendering      recursiveSettings = VolumeManager.instance.stack.GetComponent <RecursiveRendering>();

            // Check the validity of the state before computing the effect
            bool invalidState = !hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) ||
                                rtEnvironment == null ||
                                !recursiveSettings.enable.value ||
                                m_Asset.currentPlatformRenderPipelineSettings.supportedRaytracingTier == RenderPipelineSettings.RaytracingTier.Tier1;

            // If any resource or game-object is missing We stop right away
            if (invalidState)
            {
                return;
            }

            HDRenderPipeline renderPipeline       = m_RayTracingManager.GetRenderPipeline();
            RayTracingShader forwardShader        = m_Asset.renderPipelineRayTracingResources.forwardRaytracing;
            Shader           raytracingMask       = m_Asset.renderPipelineRayTracingResources.raytracingFlagMask;
            LightCluster     lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = m_RayTracingManager.RequestAccelerationStructure(rtEnvironment.raytracedLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RayTracingManager.RequestLightCluster(rtEnvironment.raytracedLayerMask);

            if (m_RaytracingFlagMaterial == null)
            {
                m_RaytracingFlagMaterial = CoreUtils.CreateEngineMaterial(raytracingMask);
            }

            // Before going into raytracing, we need to flag which pixels needs to be raytracing
            EvaluateRaytracingMask(cull, hdCamera, cmd, renderContext);

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

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

            // Inject the ray-tracing sampling data
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambledRGBATex);
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, recursiveSettings.rayLength.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, recursiveSettings.maxDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingFlagMask, m_RaytracingFlagTarget);
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._CameraColorTextureRW, m_CameraColorBuffer);

            // Set ray count texture
            cmd.SetRayTracingIntParam(forwardShader, HDShaderIDs._RayCountEnabled, m_RayTracingManager.rayCountManager.RayCountIsEnabled());
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RayCountTexture, m_RayTracingManager.rayCountManager.GetRayCountTexture());

            // Compute an approximate pixel spread angle value (in radians)
            float pixelSpreadAngle = hdCamera.camera.fieldOfView * (Mathf.PI / 180.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight);

            cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle);

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

            // Note: Just in case, we rebind the directional light data (in case they were not)
            cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, renderPipeline.m_LightLoopLightData.directionalLightData);
            cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, renderPipeline.m_lightList.directionalLights.Count);

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

            // If this is the right debug mode and we have at least one light, write the first shadow to the de-noised texture
            HDRenderPipeline hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);

            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingPrimaryDebug, m_DebugRaytracingTexture);
            hdrp.PushFullScreenDebugTexture(hdCamera, cmd, m_DebugRaytracingTexture, FullScreenDebugMode.RecursiveTracing);

            // Run the computation
            cmd.DispatchRays(forwardShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
        }
Ejemplo n.º 21
0
 extern public static int GetRayGenerationShaderCount([NotNull] RayTracingShader s);
Ejemplo n.º 22
0
        void RenderSubsurfaceScattering(HDCamera hdCamera, CommandBuffer cmd, RTHandle colorBufferRT,
                                        RTHandle diffuseBufferRT, RTHandle depthStencilBufferRT, RTHandle depthTextureRT)
        {
            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.SubsurfaceScattering))
            {
                return;
            }

            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);

                    // 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._GBufferTexture[0], m_GbufferManager.GetBuffer(0));
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1));
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2));
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3));
                        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);

                        // 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._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   = m_SharedRTManager.GetCoarseStencilBuffer();
                    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);
                }
            }
        }
Ejemplo n.º 23
0
 extern public static int GetMissShaderCount([NotNull] RayTracingShader s);
        void RaytracingRecursiveRender(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, CullingResults cull)
        {
            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing))
            {
                return;
            }

            RecursiveRendering recursiveSettings = hdCamera.volumeStack.GetComponent <RecursiveRendering>();

            if (!recursiveSettings.enable.value)
            {
                return;
            }

            // Recursive rendering works as follow:
            // - Shader have a _RayTracing property
            // When this property is setup to true, a RayTracingPrepass pass on the material is enabled (otherwise it is disabled)
            // - Before prepass we render all object with a RayTracingPrepass pass enabled into the depth buffer for performance saving.
            // Note that we will exclude from the rendering of DepthPrepass, GBuffer and Forward pass the raytraced objects but not from
            // motion vector pass, so we can still benefit from motion vector. This is handled in VertMesh.hlsl (see below).
            // However currently when rendering motion vector this will tag the stencil for deferred lighting, and thus could produce overshading.
            // - After Transparent Depth pass we render all object with a RayTracingPrepass pass enabled into output a mask buffer (need to depth test but not to write depth)
            // Note: we render two times: one to save performance and the other to write the mask, otherwise if we write the mask in the first pass it
            // will not take into account the objects which could render on top of the raytracing one (If we want to do that we need to perform the pass after that
            // the depth buffer is ready, which is after the Gbuffer pass, so we can't save performance).
            // - During RaytracingRecursiveRender we perform a RayTracingRendering.raytrace call on all pixel tag in the mask
            // It is require to exclude mesh from regular pass to save performance (for opaque) and get correct result (for transparent)
            // For this we cull the mesh by setuping their position to NaN if _RayTracing is true and _EnableRecursiveRayTracing true.
            // We use this method to avoid to have to deal with RenderQueue and it allow to dynamically disabled Recursive rendering
            // and fallback to classic rasterize transparent this way. The code for the culling is in VertMesh()
            // If raytracing is disable _EnableRecursiveRayTracing is set to false and no culling happen.
            // Objects are still render in shadow and motion vector pass to keep their properties.

            // We render Recursive render object before transparent, so transparent object can be overlayed on top
            // like lens flare on top of headlight. We write the depth, so it correctly z-test object behind as recursive rendering
            // re-render everything (Mean we should also support fog and sky into it).

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RayTracingRecursiveRendering)))
            {
                RayTracingShader   forwardShader        = m_Asset.renderPipelineRayTracingResources.forwardRaytracing;
                LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
                RayTracingSettings rtSettings           = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

                // Grab the acceleration structure and the list of HD lights for the target camera
                RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
                HDRaytracingLightCluster        lightCluster          = RequestLightCluster();

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

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

                // Inject the ray-tracing sampling data
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambledRGBATex);
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

                // Inject the ray generation data
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtSettings.rayBias.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, recursiveSettings.rayLength.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, recursiveSettings.maxDepth.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

                // Set the data for the ray generation

                // Fecth the temporary buffers we shall be using
                RTHandle flagBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.R0);
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingFlagMask, flagBuffer);
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._CameraColorTextureRW, m_CameraColorBuffer);

                // Set ray count texture
                RayCountManager rayCountManager = GetRayCountManager();
                cmd.SetGlobalInt(HDShaderIDs._RayCountEnabled, rayCountManager.RayCountIsEnabled());
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture());

                // Compute an approximate pixel spread angle value (in radians)
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

                // LightLoop data
                lightCluster.BindLightClusterData(cmd);

                // Note: Just in case, we rebind the directional light data (in case they were not)
                cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_LightLoopLightData.directionalLightData);

                // Set the data for the ray miss
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));

                // If this is the right debug mode and we have at least one light, write the first shadow to the de-noised texture
                RTHandle debugBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingPrimaryDebug, debugBuffer);

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

                HDRenderPipeline hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);
                hdrp.PushFullScreenDebugTexture(hdCamera, cmd, debugBuffer, FullScreenDebugMode.RecursiveRayTracing);
            }
        }
Ejemplo n.º 25
0
 extern public static int GetCallableShaderCount([NotNull] RayTracingShader s);
Ejemplo n.º 26
0
        public void RenderReflectionsT1(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the required resources
            HDRaytracingEnvironment rtEnvironment = m_RayTracingManager.CurrentEnvironment();
            BlueNoise        blueNoise            = m_RayTracingManager.GetBlueNoiseManager();
            RayTracingShader reflectionShaderRT   = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingRT;
            ComputeShader    reflectionShaderCS   = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingCS;
            ComputeShader    reflectionFilter     = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS;

            // Fetch all the settings
            var          settings             = VolumeManager.instance.stack.GetComponent <ScreenSpaceReflection>();
            LightCluster lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();

            if (settings.deferredMode.value)
            {
                // Fetch the new sample kernel
                int currentKernel = reflectionShaderCS.FindKernel(settings.fullResolution.value ? "RaytracingReflectionsFullRes" : "RaytracingReflectionsHalfRes");

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

                // Bind all the required textures
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

                // Bind all the required scalars
                cmd.SetComputeFloatParam(reflectionShaderCS, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);
                cmd.SetComputeFloatParam(reflectionShaderCS, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
                cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._RaytracingIncludeSky, settings.reflectSky.value ? 1 : 0);

                // Bind the sampling data
                int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8;
                cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                // Bind the output buffers
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, m_ReflIntermediateTexture1);

                // Texture dimensions
                int texWidth  = hdCamera.actualWidth;
                int texHeight = hdCamera.actualHeight;

                if (settings.fullResolution.value)
                {
                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesXHR  = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYHR  = (texHeight + (areaTileSize - 1)) / areaTileSize;

                    // Compute the directions
                    cmd.DispatchCompute(reflectionShaderCS, currentKernel, numTilesXHR, numTilesYHR, 1);
                }
                else
                {
                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesXHR  = (texWidth / 2 + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYHR  = (texHeight / 2 + (areaTileSize - 1)) / areaTileSize;

                    // Compute the directions
                    cmd.DispatchCompute(reflectionShaderCS, currentKernel, numTilesXHR, numTilesYHR, 1);
                }
                // Prepare the components for the deferred lighting
                DeferredLightingRTParameters deferredParamters = PrepareReflectionDeferredLightingRTParameters(hdCamera, rtEnvironment);
                DeferredLightingRTResources  deferredResources = PrepareDeferredLightingRTResources(m_ReflIntermediateTexture1, m_ReflIntermediateTexture0);

                // Evaluate the deferred lighting
                RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources);
            }
            else
            {
                // Bind all the required data for ray tracing
                BindRayTracedReflectionData(cmd, hdCamera, rtEnvironment, reflectionShaderRT, settings, lightClusterSettings);

                // Run the computation
                if (settings.fullResolution.value)
                {
                    cmd.DispatchRays(reflectionShaderRT, m_RayGenReflectionFullResName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
                }
                else
                {
                    // Run the computation
                    cmd.DispatchRays(reflectionShaderRT, m_RayGenReflectionHalfResName, (uint)(hdCamera.actualWidth / 2), (uint)(hdCamera.actualHeight / 2), 1);
                }
            }

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingFilterReflection.GetSampler()))
            {
                // Fetch the right filter to use
                int currentKernel = 0;
                if (settings.fullResolution.value)
                {
                    currentKernel = reflectionFilter.FindKernel("ReflectionIntegrationUpscaleFullRes");
                }
                else
                {
                    currentKernel = reflectionFilter.FindKernel("ReflectionIntegrationUpscaleHalfRes");
                }

                // Inject all the parameters for the compute
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrLightingTextureRW, m_ReflIntermediateTexture0);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrHitPointTexture, m_ReflIntermediateTexture1);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._BlueNoiseTexture, blueNoise.textureArray16RGB);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_RaytracingReflectionTexture", outputTexture);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
                cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._SpatialFilterRadius, settings.upscaleRadius.value);
                cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._RaytracingDenoiseRadius, settings.denoise.value ? settings.denoiserRadius.value : 0);
                cmd.SetComputeFloatParam(reflectionFilter, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);

                // Texture dimensions
                int texWidth  = hdCamera.actualWidth;
                int texHeight = hdCamera.actualHeight;

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

                // Bind the right texture for clear coat support
                RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

                // Compute the texture
                cmd.DispatchCompute(reflectionFilter, currentKernel, numTilesXHR, numTilesYHR, 1);

                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 = m_RayTracingManager.GetSimpleDenoiser();
                        simpleDenoiser.DenoiseBuffer(cmd, hdCamera, outputTexture, reflectionHistory, m_ReflIntermediateTexture0, settings.denoiserRadius.value, singleChannel: false);
                        HDUtils.BlitCameraTexture(cmd, m_ReflIntermediateTexture0, outputTexture);
                    }
                }
            }
        }
Ejemplo n.º 27
0
 extern public static int GetCallableShaderParamSize([NotNull] RayTracingShader s, int shaderIndex);
Ejemplo n.º 28
0
        void BindRayTracedReflectionData(CommandBuffer cmd, HDCamera hdCamera, HDRaytracingEnvironment rtEnvironment, RayTracingShader reflectionShader, ScreenSpaceReflection settings, LightCluster lightClusterSettings)
        {
            // Grab the acceleration structures and the light cluster to use
            RayTracingAccelerationStructure accelerationStructure = m_RayTracingManager.RequestAccelerationStructure(rtEnvironment.reflLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RayTracingManager.RequestLightCluster(rtEnvironment.reflLayerMask);
            BlueNoise blueNoise = m_RayTracingManager.GetBlueNoiseManager();

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

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

            // Global reflection parameters
            cmd.SetRayTracingFloatParams(reflectionShader, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);
            cmd.SetRayTracingFloatParams(reflectionShader, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
            cmd.SetRayTracingIntParams(reflectionShader, HDShaderIDs._RaytracingIncludeSky, settings.reflectSky.value ? 1 : 0);

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

            cmd.SetRayTracingIntParam(reflectionShader, HDShaderIDs._RaytracingFrameIndex, frameIndex);

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

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrLightingTextureRW, m_ReflIntermediateTexture0);
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrHitPointTexture, m_ReflIntermediateTexture1);
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

            // Set ray count tex
            cmd.SetRayTracingIntParam(reflectionShader, HDShaderIDs._RayCountEnabled, m_RayTracingManager.rayCountManager.RayCountIsEnabled());
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._RayCountTexture, m_RayTracingManager.rayCountManager.GetRayCountTexture());

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

            cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle);

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

            // Note: Just in case, we rebind the directional light data (in case they were not)
            cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_LightLoopLightData.directionalLightData);
            cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, m_lightList.directionalLights.Count);

            // Evaluate the clear coat mask texture based on the lit shader mode
            RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();

            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

            // Set the number of bounces for reflections
            cmd.SetGlobalInt(HDShaderIDs._RaytracingMaxRecursion, settings.bounceCount.value);

            // Set the data for the ray miss
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection);
        }
Ejemplo n.º 29
0
 extern internal static ShaderPlatform   GetRayTracingShaderPlatformType(RayTracingShader s, int platformIndex);
        public bool RenderAreaShadows(HDCamera hdCamera, CommandBuffer cmd, int frameCount)
        {
            // Let's check all the resources and states to see if we should render the effect
            HDRaytracingEnvironment rtEnvironment = m_RayTracingManager.CurrentEnvironment();

            RayTracingShader shadowRayTrace = m_Asset.renderPipelineRayTracingResources.shadowRaytracingRT;
            ComputeShader    shadowsCompute = m_Asset.renderPipelineRayTracingResources.shadowRaytracingCS;
            ComputeShader    shadowFilter   = m_Asset.renderPipelineRayTracingResources.shadowFilterCS;

            // Make sure everything is valid
            bool invalidState = rtEnvironment == null ||
                                hdCamera.frameSettings.litShaderMode != LitShaderMode.Deferred ||
                                shadowRayTrace == null || shadowsCompute == null || shadowFilter == null ||
                                m_Asset.renderPipelineResources.textures.owenScrambledTex == null || m_Asset.renderPipelineResources.textures.scramblingTex == null;

            // If invalid state or ray-tracing acceleration structure, we stop right away
            if (invalidState)
            {
                return(false);
            }

            // Grab the TAA history buffers (SN/UN and Analytic value)
            RTHandleSystem.RTHandle shadowHistoryArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadow)
                                                         ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadow, ShadowHistoryBufferAllocatorFunction, 1);
            RTHandleSystem.RTHandle areaAnalyticHistoryArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAreaAnalytic)
                                                               ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAreaAnalytic, AreaAnalyticHistoryBufferAllocatorFunction, 1);

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

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

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

            // Inject the ray-tracing sampling data
            cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambledTex);
            cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Temporal Filtering kernels
            int applyTAAKernel        = shadowFilter.FindKernel("AreaShadowApplyTAA");
            int updateAnalyticHistory = shadowFilter.FindKernel("AreaAnalyticHistoryCopy");
            int updateShadowHistory   = shadowFilter.FindKernel("AreaShadowHistoryCopy");

            // Spatial Filtering kernels
            int estimateNoiseKernel = shadowFilter.FindKernel("AreaShadowEstimateNoise");
            int firstDenoiseKernel  = shadowFilter.FindKernel("AreaShadowDenoiseFirstPass");
            int secondDenoiseKernel = shadowFilter.FindKernel("AreaShadowDenoiseSecondPass");

            // 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;

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias);

            int numLights = m_lightList.lights.Count;

            for (int lightIdx = 0; lightIdx < numLights; ++lightIdx)
            {
                // If this is not a rectangular area light or it won't have shadows, skip it
                if (m_lightList.lights[lightIdx].lightType != GPULightType.Rectangle || m_lightList.lights[lightIdx].screenSpaceShadowIndex == -1)
                {
                    continue;
                }

                LightData             currentLight = m_lightList.lights[lightIdx];
                HDAdditionalLightData currentAdditionalLightData = GetCurrentRayTracedShadow(currentLight.screenSpaceShadowIndex);

                using (new ProfilingSample(cmd, "Ray Traced Area Shadow", CustomSamplerId.RaytracingShadowIntegration.GetSampler()))
                {
                    // We need to build the world to area light matrix
                    worldToLocalArea.SetColumn(0, currentLight.right);
                    worldToLocalArea.SetColumn(1, currentLight.up);
                    worldToLocalArea.SetColumn(2, currentLight.forward);

                    // Compensate the  relative rendering if active
                    Vector3 lightPositionWS = currentLight.positionRWS;
                    if (ShaderConfig.s_CameraRelativeRendering != 0)
                    {
                        lightPositionWS += hdCamera.camera.transform.position;
                    }
                    worldToLocalArea.SetColumn(3, lightPositionWS);
                    worldToLocalArea.m33 = 1.0f;
                    worldToLocalArea     = worldToLocalArea.inverse;

                    // We have noticed from extensive profiling that ray-trace shaders are not as effective for running per-pixel computation. In order to reduce that,
                    // we do a first prepass that compute the analytic term and probability and generates the first integration sample
                    if (true)
                    {
                        int shadowComputeKernel = shadowsCompute.FindKernel("RaytracingAreaShadowPrepass");

                        // This pass evaluates the analytic value and the generates and outputs the first sample
                        cmd.SetComputeBufferParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._LightDatas, m_LightLoopLightData.lightData);
                        cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingTargetAreaLight, lightIdx);
                        cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingNumSamples, currentAdditionalLightData.numRayTracingSamples);
                        cmd.SetComputeMatrixParam(shadowsCompute, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0));
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1));
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2));
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3));
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AreaCookieTextures, m_TextureCaches.areaLightCookieManager.GetTexCache());
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                        cmd.DispatchCompute(shadowsCompute, shadowComputeKernel, numTilesX, numTilesY, 1);

                        // This pass will use the previously generated sample and add it to the integration buffer
                        cmd.SetRayTracingBufferParam(shadowRayTrace, HDShaderIDs._LightDatas, m_LightLoopLightData.lightData);
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1);
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0);
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer);
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                        cmd.DispatchRays(shadowRayTrace, m_RayGenAreaShadowSingleName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);

                        // Let's do the following samples (if any)
                        for (int sampleIndex = 1; sampleIndex < currentAdditionalLightData.numRayTracingSamples; ++sampleIndex)
                        {
                            shadowComputeKernel = shadowsCompute.FindKernel("RaytracingAreaShadowNewSample");

                            // This pass generates a new sample based on the initial pre-pass
                            cmd.SetComputeBufferParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._LightDatas, m_LightLoopLightData.lightData);
                            cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingTargetAreaLight, lightIdx);
                            cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingNumSamples, currentAdditionalLightData.numRayTracingSamples);
                            cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingSampleIndex, sampleIndex);
                            cmd.SetComputeMatrixParam(shadowsCompute, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea);
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0));
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1));
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2));
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3));
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AreaCookieTextures, m_TextureCaches.areaLightCookieManager.GetTexCache());
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0);
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1);
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer);
                            cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                            cmd.DispatchCompute(shadowsCompute, shadowComputeKernel, numTilesX, numTilesY, 1);

                            // This pass will use the previously generated sample and add it to the integration buffer
                            cmd.SetRayTracingBufferParam(shadowRayTrace, HDShaderIDs._LightDatas, m_LightLoopLightData.lightData);
                            cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                            cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1);
                            cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0);
                            cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                            cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer);
                            cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                            cmd.DispatchRays(shadowRayTrace, m_RayGenAreaShadowSingleName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
                        }
                    }
                    else
                    {
                        // This pass generates the analytic value and will do the full integration
                        cmd.SetRayTracingBufferParam(shadowRayTrace, HDShaderIDs._LightDatas, m_LightLoopLightData.lightData);
                        cmd.SetRayTracingIntParam(shadowRayTrace, HDShaderIDs._RaytracingTargetAreaLight, lightIdx);
                        cmd.SetRayTracingIntParam(shadowRayTrace, HDShaderIDs._RaytracingNumSamples, currentAdditionalLightData.numRayTracingSamples);
                        cmd.SetRayTracingMatrixParam(shadowRayTrace, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea);
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0));
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1));
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2));
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3));
                        cmd.SetRayTracingIntParam(shadowRayTrace, HDShaderIDs._RayCountEnabled, m_RayTracingManager.rayCountManager.RayCountIsEnabled());
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RayCountTexture, m_RayTracingManager.rayCountManager.rayCountTexture);
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._AreaCookieTextures, m_TextureCaches.areaLightCookieManager.GetTexCache());
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0);
                        cmd.DispatchRays(shadowRayTrace, m_RayGenAreaShadowName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
                    }
                }

                using (new ProfilingSample(cmd, "Combine Area Shadow", CustomSamplerId.RaytracingShadowCombination.GetSampler()))
                {
                    // Global parameters
                    cmd.SetComputeIntParam(shadowFilter, HDShaderIDs._RaytracingDenoiseRadius, currentAdditionalLightData.filterSizeTraced);
                    cmd.SetComputeIntParam(shadowFilter, HDShaderIDs._RaytracingShadowSlot, m_lightList.lights[lightIdx].screenSpaceShadowIndex);

                    // Apply a vectorized temporal filtering pass and store it back in the denoisebuffer0 with the analytic value in the third channel
                    var historyScale = new Vector2(hdCamera.actualWidth / (float)shadowHistoryArray.rt.width, hdCamera.actualHeight / (float)shadowHistoryArray.rt.height);
                    cmd.SetComputeVectorParam(shadowFilter, HDShaderIDs._RTHandleScaleHistory, historyScale);

                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._AreaShadowHistory, shadowHistoryArray);
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._AnalyticHistoryBuffer, areaAnalyticHistoryArray);
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer0);
                    cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer1);
                    cmd.DispatchCompute(shadowFilter, applyTAAKernel, numTilesX, numTilesY, 1);

                    // Update the shadow history buffer
                    cmd.SetComputeTextureParam(shadowFilter, updateAnalyticHistory, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer);
                    cmd.SetComputeTextureParam(shadowFilter, updateAnalyticHistory, HDShaderIDs._AnalyticHistoryBuffer, areaAnalyticHistoryArray);
                    cmd.DispatchCompute(shadowFilter, updateAnalyticHistory, numTilesX, numTilesY, 1);

                    // Update the analytic history buffer
                    cmd.SetComputeTextureParam(shadowFilter, updateShadowHistory, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer1);
                    cmd.SetComputeTextureParam(shadowFilter, updateShadowHistory, HDShaderIDs._AreaShadowHistoryRW, shadowHistoryArray);
                    cmd.DispatchCompute(shadowFilter, updateShadowHistory, numTilesX, numTilesY, 1);

                    if (currentAdditionalLightData.filterSizeTraced > 0)
                    {
                        // Inject parameters for noise estimation
                        cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

                        // Noise estimation pre-pass
                        cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer1);
                        cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer0);
                        cmd.DispatchCompute(shadowFilter, estimateNoiseKernel, numTilesX, numTilesY, 1);

                        // Reinject parameters for denoising
                        cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._ScreenSpaceShadowsTextureRW, m_ScreenSpaceShadowTextureArray);

                        // First denoising pass
                        cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer0);
                        cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer1);
                        cmd.DispatchCompute(shadowFilter, firstDenoiseKernel, numTilesX, numTilesY, 1);
                    }

                    // Re-inject parameters for denoising
                    cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                    cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._ScreenSpaceShadowsTextureRW, m_ScreenSpaceShadowTextureArray);

                    // Second (and final) denoising pass
                    cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer1);
                    cmd.DispatchCompute(shadowFilter, secondDenoiseKernel, numTilesX, numTilesY, 1);
                }
            }
            return(true);
        }