Ejemplo n.º 1
0
        public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Let's check all the resources
            HDRaytracingEnvironment rtEnvironment = m_RaytracingManager.CurrentEnvironment();
            BlueNoise blueNoise = m_RaytracingManager.GetBlueNoiseManager();

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

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

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

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

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

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

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

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

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

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

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

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

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

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

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

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

                    // Apply the diffuse denoiser
                    HDDiffuseDenoiser diffuseDenoiser = m_RaytracingManager.GetDiffuseDenoiser();
                    diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, m_AOIntermediateBuffer1, outputTexture, aoSettings.denoiserRadius.value);
                }
                else
                {
                    HDUtils.BlitCameraTexture(cmd, m_AOIntermediateBuffer0, outputTexture);
                }
            }

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

            // TODO: All the push-debug stuff should be centralized somewhere
            (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO);
        }
        public void Render(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, 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_PipelineAsset.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_PipelineAsset.renderPipelineRayTracingResources.forwardRaytracing;
            Shader           raytracingMask       = m_PipelineAsset.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_PipelineResources.textures.owenScrambledRGBATex);
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._ScramblingTexture, m_PipelineResources.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, outputTexture);

            // 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 denoise texture
            HDRenderPipeline hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);

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

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