Ejemplo n.º 1
0
    void DispatchRays()
    {
        // update frame index and start path tracer
        _rayTracingShader.SetInt("_FrameIndex", _frameIndex);
        _rayTracingShader.SetShaderPass("DxrPass");         //

        // using e.g. ForwardDXR here will require binding all variables correctly, e.g. _EnvLightDatasRT
        // _rayTracingShader.SetShaderPass("ForwardDXR");
        // var lightCluster = HDRenderPipeline.currentPipeline.RequestLightCluster();
        // Shader.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
        // Shader.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
        // Shader.SetGlobalBuffer(HDShaderIDs._EnvLightDatasRT, lightCluster.GetEnvLightDatas());

        _rayTracingShader.SetFloat("_JitterAmount", resultTexture == ResultTexture.DxrTarget ? 0 : 1);
        _rayTracingShader.SetBool("_UseLensData", lensRenderer && lensRenderer.isActiveAndEnabled);
        if (lensRenderer)
        {
            _rayTracingShader.SetMatrix("_DataProviderTransform", lensRenderer.transform.localToWorldMatrix);
            _rayTracingShader.SetTexture("_PositionData", lensRenderer.lensPositionTex);
            _rayTracingShader.SetTexture("_DirectionData", lensRenderer.lensDirectionTex);
        }
        else
        {
            _rayTracingShader.SetTexture("_PositionData", Texture2D.whiteTexture);
            _rayTracingShader.SetTexture("_DirectionData", Texture2D.whiteTexture);
        }

        // start one thread for each pixel on screen
        _rayTracingShader.Dispatch("MyRaygenShader", _dxrTarget.width, _dxrTarget.height, 1, _camera);

        // update accumulation material
        _accumulationMaterial.SetTexture("_CurrentFrame", _dxrTarget);
        _accumulationMaterial.SetTexture("_Accumulation", _accumulationTarget1);
        _accumulationMaterial.SetInt("_FrameIndex", _frameIndex++);

        // accumulate current raytracing result
        Graphics.Blit(_dxrTarget, _accumulationTarget2, _accumulationMaterial);

        // switch accumulate textures
        var temp = _accumulationTarget1;

        _accumulationTarget1 = _accumulationTarget2;
        _accumulationTarget2 = temp;

        // // apply DLSS to the _dxrTarget
        // var cmd = new CommandBuffer();
        // var initData = new DLSSCommandInitializationData()
        // {
        //  featureFlags = DLSSFeatureFlags.DoSharpening,
        //  inputRTHeight = (uint)_dxrTarget.height,
        //  inputRTWidth = (uint)_dxrTarget.width,
        //  outputRTWidth = (uint)(2 * _dxrTarget.width),
        //  outputRTHeight = (uint)(2 * _dxrTarget.height),
        //  quality = DLSSQuality.MaximumPerformance
        // };
        //
        // var context = _nvidiaDevice.CreateFeature(cmd, initData);
        // var textureTable = new DLSSTextureTable()
        // {
        //  colorInput = _dxrTarget,
        //  colorOutput = null,
        //  depth = null,
        //  motionVectors = null,
        // };
        // _nvidiaDevice.ExecuteDLSS(cmd, context, new DLSSTextureTable());

        GetComponent <MeshRenderer>().sharedMaterial.mainTexture = resultTexture == ResultTexture.DxrTarget ? _dxrTarget : _accumulationTarget1;
    }