Ejemplo n.º 1
0
        internal bool RayTracingLightClusterRequired(HDCamera hdCamera)
        {
            ScreenSpaceReflection reflSettings        = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();
            GlobalIllumination    giSettings          = hdCamera.volumeStack.GetComponent <GlobalIllumination>();
            RecursiveRendering    recursiveSettings   = hdCamera.volumeStack.GetComponent <RecursiveRendering>();
            PathTracing           pathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();
            SubSurfaceScattering  subSurface          = hdCamera.volumeStack.GetComponent <SubSurfaceScattering>();

            return(m_ValidRayTracingState && (reflSettings.rayTracing.value ||
                                              giSettings.rayTracing.value ||
                                              recursiveSettings.enable.value ||
                                              pathTracingSettings.enable.value ||
                                              subSurface.rayTracing.value));
        }
Ejemplo n.º 2
0
        internal void BuildRayTracingLightCluster(CommandBuffer cmd, HDCamera hdCamera)
        {
            ScreenSpaceReflection reflSettings        = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();
            GlobalIllumination    giSettings          = hdCamera.volumeStack.GetComponent <GlobalIllumination>();
            RecursiveRendering    recursiveSettings   = hdCamera.volumeStack.GetComponent <RecursiveRendering>();
            PathTracing           pathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();
            SubSurfaceScattering  subSurface          = hdCamera.volumeStack.GetComponent <SubSurfaceScattering>();

            if (m_ValidRayTracingState && (reflSettings.rayTracing.value || giSettings.rayTracing.value || recursiveSettings.enable.value || pathTracingSettings.enable.value || subSurface.rayTracing.value))
            {
                m_RayTracingLightCluster.EvaluateLightClusters(cmd, hdCamera, m_RayTracingLights);
                m_ValidRayTracingCluster = true;
            }
        }
Ejemplo n.º 3
0
        private void ResetIteration()
        {
            // If we just changed the sample count, we don't want to reset the iteration
            PathTracing pathTracingSettings = VolumeManager.instance.stack.GetComponent <PathTracing>();

            if (maxIteration != pathTracingSettings.maximumSamples.value)
            {
                maxIteration = (uint)pathTracingSettings.maximumSamples.value;
            }
            else
            {
                currentIteration = 0;
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Function that returns the ray tracing and path tracing effects that are enabled for a given camera.
        /// </summary>
        /// <param name="hdCamera">The input camera</param>
        /// <param name="rayTracedShadows">Flag that defines if at least one light has ray traced shadows.</param>
        /// <param name="rayTracedContactShadows">Flag that defines if at least one light has ray traced contact shadows</param>
        /// <returns>HDEffectsParameters type.</returns>
        public static HDEffectsParameters EvaluateEffectsParameters(HDCamera hdCamera, bool rayTracedShadows, bool rayTracedContactShadows)
        {
            HDEffectsParameters parameters = new HDEffectsParameters();

            // Aggregate the shadow requirements
            parameters.shadows = hdCamera.frameSettings.IsEnabled(FrameSettingsField.ScreenSpaceShadows) && (rayTracedShadows || rayTracedContactShadows);

            // Aggregate the ambient occlusion parameters
            AmbientOcclusion aoSettings = hdCamera.volumeStack.GetComponent <AmbientOcclusion>();

            parameters.ambientOcclusion = aoSettings.rayTracing.value && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSAO);
            parameters.aoLayerMask      = aoSettings.layerMask.value;

            // Aggregate the reflections parameters
            ScreenSpaceReflection reflSettings = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();

            parameters.reflections   = reflSettings.enabled.value && ScreenSpaceReflection.RayTracingActive(reflSettings) && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR);
            parameters.reflLayerMask = reflSettings.layerMask.value;

            // Aggregate the global illumination parameters
            GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent <GlobalIllumination>();

            parameters.globalIllumination = giSettings.enable.value && GlobalIllumination.RayTracingActive(giSettings) && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSGI);
            parameters.giLayerMask        = giSettings.layerMask.value;

            // Aggregate the global illumination parameters
            RecursiveRendering recursiveSettings = hdCamera.volumeStack.GetComponent <RecursiveRendering>();

            parameters.recursiveRendering = recursiveSettings.enable.value;
            parameters.recursiveLayerMask = recursiveSettings.layerMask.value;

            // Aggregate the sub surface parameters
            SubSurfaceScattering sssSettings = hdCamera.volumeStack.GetComponent <SubSurfaceScattering>();

            parameters.subSurface = sssSettings.rayTracing.value && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SubsurfaceScattering);

            // Aggregate the path parameters
            PathTracing pathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();

            parameters.pathTracing = pathTracingSettings.enable.value;
            parameters.ptLayerMask = pathTracingSettings.layerMask.value;

            // We need to check if at least one effect will require the acceleration structure
            parameters.rayTracingRequired = parameters.ambientOcclusion || parameters.reflections ||
                                            parameters.globalIllumination || parameters.recursiveRendering || parameters.subSurface ||
                                            parameters.pathTracing || parameters.shadows;

            // Return the result
            return(parameters);
        }
Ejemplo n.º 5
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, cmd, m_RadianceTexture, outputTexture, true);
        }
Ejemplo n.º 6
0
        internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera)
        {
            // Clear all the per frame-data
            m_RayTracingRendererReference.Clear();
            m_RayTracingLights.hdDirectionalLightArray.Clear();
            m_RayTracingLights.hdPointLightArray.Clear();
            m_RayTracingLights.hdLineLightArray.Clear();
            m_RayTracingLights.hdRectLightArray.Clear();
            m_RayTracingLights.hdLightArray.Clear();
            m_RayTracingLights.reflectionProbeArray.Clear();
            m_RayTracingLights.lightCount = 0;
            m_CurrentRAS.Dispose();
            m_CurrentRAS                      = new RayTracingAccelerationStructure();
            m_ValidRayTracingState            = false;
            m_ValidRayTracingCluster          = false;
            m_ValidRayTracingClusterCulling   = false;
            m_RayTracedShadowsRequired        = false;
            m_RayTracedContactShadowsRequired = false;

            // If the camera does not have a ray tracing frame setting
            // or it is a preview camera (due to the fact that the sphere does not exist as a game object we can't create the RTAS)
            // we do not want to build a RTAS
            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) || hdCamera.camera.cameraType == CameraType.Preview)
            {
                return;
            }

            // We only support ray traced shadows if the camera supports ray traced shadows
            bool screenSpaceShadowsSupported = hdCamera.frameSettings.IsEnabled(FrameSettingsField.ScreenSpaceShadows);

            // fetch all the lights in the scene
            HDAdditionalLightData[] hdLightArray = UnityEngine.GameObject.FindObjectsOfType <HDAdditionalLightData>();

            for (int lightIdx = 0; lightIdx < hdLightArray.Length; ++lightIdx)
            {
                HDAdditionalLightData hdLight = hdLightArray[lightIdx];
                if (hdLight.enabled)
                {
                    // Check if there is a ray traced shadow in the scene
                    m_RayTracedShadowsRequired        |= (hdLight.useRayTracedShadows && screenSpaceShadowsSupported);
                    m_RayTracedContactShadowsRequired |= (hdLight.useContactShadow.@override && hdLight.rayTraceContactShadow);

                    switch (hdLight.type)
                    {
                    case HDLightType.Directional:
                        m_RayTracingLights.hdDirectionalLightArray.Add(hdLight);
                        break;

                    case HDLightType.Point:
                    case HDLightType.Spot:
                        m_RayTracingLights.hdPointLightArray.Add(hdLight);
                        break;

                    case HDLightType.Area:
                        switch (hdLight.areaLightShape)
                        {
                        case AreaLightShape.Rectangle:
                            m_RayTracingLights.hdRectLightArray.Add(hdLight);
                            break;

                        case AreaLightShape.Tube:
                            m_RayTracingLights.hdLineLightArray.Add(hdLight);
                            break;
                            //TODO: case AreaLightShape.Disc:
                        }
                        break;
                    }
                }
            }

            // Aggregate the shadow requirement
            bool rayTracedShadows = m_RayTracedShadowsRequired || m_RayTracedContactShadowsRequired;

            m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdPointLightArray);
            m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdLineLightArray);
            m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdRectLightArray);

            HDAdditionalReflectionData[] reflectionProbeArray = UnityEngine.GameObject.FindObjectsOfType <HDAdditionalReflectionData>();
            for (int reflIdx = 0; reflIdx < reflectionProbeArray.Length; ++reflIdx)
            {
                HDAdditionalReflectionData reflectionProbe = reflectionProbeArray[reflIdx];
                // Add it to the list if enabled
                if (reflectionProbe.enabled)
                {
                    m_RayTracingLights.reflectionProbeArray.Add(reflectionProbe);
                }
            }

            m_RayTracingLights.lightCount = m_RayTracingLights.hdPointLightArray.Count
                                            + m_RayTracingLights.hdLineLightArray.Count
                                            + m_RayTracingLights.hdRectLightArray.Count
                                            + m_RayTracingLights.reflectionProbeArray.Count;

            AmbientOcclusion      aoSettings          = hdCamera.volumeStack.GetComponent <AmbientOcclusion>();
            bool                  rtAOEnabled         = aoSettings.rayTracing.value && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSAO);
            ScreenSpaceReflection reflSettings        = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();
            bool                  rtREnabled          = reflSettings.enabled.value && reflSettings.rayTracing.value && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR);
            GlobalIllumination    giSettings          = hdCamera.volumeStack.GetComponent <GlobalIllumination>();
            bool                  rtGIEnabled         = giSettings.enable.value && giSettings.rayTracing.value && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSGI);
            RecursiveRendering    recursiveSettings   = hdCamera.volumeStack.GetComponent <RecursiveRendering>();
            bool                  rrEnabled           = recursiveSettings.enable.value;
            SubSurfaceScattering  sssSettings         = hdCamera.volumeStack.GetComponent <SubSurfaceScattering>();
            bool                  rtSSSEnabled        = sssSettings.rayTracing.value && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SubsurfaceScattering);
            PathTracing           pathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();
            bool                  ptEnabled           = pathTracingSettings.enable.value;

            // We need to check if we should be building the ray tracing acceleration structure (if required by any effect)
            bool rayTracingRequired = rtAOEnabled || rtREnabled || rtGIEnabled || rrEnabled || rtSSSEnabled || ptEnabled || rayTracedShadows;

            if (!rayTracingRequired)
            {
                return;
            }

            // We need to process the emissive meshes of the rectangular area lights
            for (var i = 0; i < m_RayTracingLights.hdRectLightArray.Count; i++)
            {
                // Fetch the current renderer of the rectangular area light (if any)
                MeshRenderer currentRenderer = m_RayTracingLights.hdRectLightArray[i].emissiveMeshRenderer;

                // If there is none it means that there is no emissive mesh for this light
                if (currentRenderer == null)
                {
                    continue;
                }

                // This objects should be included into the RAS
                AddInstanceToRAS(currentRenderer,
                                 rayTracedShadows,
                                 rtAOEnabled, aoSettings.layerMask.value,
                                 rtREnabled, reflSettings.layerMask.value,
                                 rtGIEnabled, giSettings.layerMask.value,
                                 rrEnabled, recursiveSettings.layerMask.value,
                                 ptEnabled, pathTracingSettings.layerMask.value);
            }

            int matCount = m_MaterialCRCs.Count;

            LODGroup[] lodGroupArray = UnityEngine.GameObject.FindObjectsOfType <LODGroup>();
            for (var i = 0; i < lodGroupArray.Length; i++)
            {
                // Grab the current LOD group
                LODGroup lodGroup = lodGroupArray[i];

                // Get the set of LODs
                LOD[] lodArray = lodGroup.GetLODs();
                for (int lodIdx = 0; lodIdx < lodArray.Length; ++lodIdx)
                {
                    LOD currentLOD = lodArray[lodIdx];
                    // We only want to push to the acceleration structure the lod0, we do not have defined way to select the right LOD at the moment
                    if (lodIdx == 0)
                    {
                        for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx)
                        {
                            // Fetch the renderer that we are interested in
                            Renderer currentRenderer = currentLOD.renderers[rendererIdx];

                            // This objects should but included into the RAS
                            AddInstanceToRAS(currentRenderer,
                                             rayTracedShadows,
                                             aoSettings.rayTracing.value, aoSettings.layerMask.value,
                                             reflSettings.rayTracing.value, reflSettings.layerMask.value,
                                             giSettings.rayTracing.value, giSettings.layerMask.value,
                                             recursiveSettings.enable.value, recursiveSettings.layerMask.value,
                                             pathTracingSettings.enable.value, pathTracingSettings.layerMask.value);
                        }
                    }

                    // Add them to the processed set so that they are not taken into account when processing all the renderers
                    for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx)
                    {
                        Renderer currentRenderer = currentLOD.renderers[rendererIdx];
                        // Add this fella to the renderer list
                        // Unfortunately, we need to check that this renderer was not already pushed into the list (happens if the user uses the same mesh renderer
                        // for two LODs)
                        if (!m_RayTracingRendererReference.ContainsKey(currentRenderer.GetInstanceID()))
                        {
                            m_RayTracingRendererReference.Add(currentRenderer.GetInstanceID(), 1);
                        }
                    }
                }
            }

            // Grab all the renderers from the scene
            var rendererArray = UnityEngine.GameObject.FindObjectsOfType <Renderer>();

            for (var i = 0; i < rendererArray.Length; i++)
            {
                // Fetch the current renderer
                Renderer currentRenderer = rendererArray[i];

                // If it is not active skip it
                if (currentRenderer.enabled == false)
                {
                    continue;
                }

                // Grab the current game object
                GameObject gameObject = currentRenderer.gameObject;

                // Has this object already been processed, just skip it
                if (m_RayTracingRendererReference.ContainsKey(currentRenderer.GetInstanceID()))
                {
                    continue;
                }

                // Does this object have a reflection probe component? if yes we do not want to have it in the acceleration structure
                if (gameObject.TryGetComponent <ReflectionProbe>(out reflectionProbe))
                {
                    continue;
                }

                // This objects should be included into the RAS
                AddInstanceToRAS(currentRenderer,
                                 rayTracedShadows,
                                 aoSettings.rayTracing.value, aoSettings.layerMask.value,
                                 reflSettings.rayTracing.value, reflSettings.layerMask.value,
                                 giSettings.rayTracing.value, giSettings.layerMask.value,
                                 recursiveSettings.enable.value, recursiveSettings.layerMask.value,
                                 pathTracingSettings.enable.value, pathTracingSettings.layerMask.value);
            }

            // Check if the amount of materials being tracked has changed
            m_MaterialsDirty |= (matCount != m_MaterialCRCs.Count);

            // build the acceleration structure
            m_CurrentRAS.Build();

            // tag the structures as valid
            m_ValidRayTracingState = true;
        }
Ejemplo n.º 7
0
        public 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 = VolumeManager.instance.stack.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 = VolumeManager.instance.stack.GetComponent <LightCluster>();
            RayTracingSettings rayTracingSettings   = VolumeManager.instance.stack.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);
        }
Ejemplo n.º 8
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 9
0
        internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera)
        {
            // Clear all the per frame-data
            m_RayTracingRendererReference.Clear();
            m_RayTracingLights.hdDirectionalLightArray.Clear();
            m_RayTracingLights.hdPointLightArray.Clear();
            m_RayTracingLights.hdLineLightArray.Clear();
            m_RayTracingLights.hdRectLightArray.Clear();
            m_RayTracingLights.hdLightArray.Clear();
            m_RayTracingLights.reflectionProbeArray.Clear();
            m_RayTracingLights.lightCount = 0;
            m_CurrentRAS.Dispose();
            m_CurrentRAS             = new RayTracingAccelerationStructure();
            m_ValidRayTracingState   = false;
            m_ValidRayTracingCluster = false;

            bool rayTracedShadow = false;

            // fetch all the lights in the scene
            HDAdditionalLightData[] hdLightArray = UnityEngine.GameObject.FindObjectsOfType <HDAdditionalLightData>();

            for (int lightIdx = 0; lightIdx < hdLightArray.Length; ++lightIdx)
            {
                HDAdditionalLightData hdLight = hdLightArray[lightIdx];
                if (hdLight.enabled)
                {
                    // Check if there is a ray traced shadow in the scene
                    rayTracedShadow |= (hdLight.useRayTracedShadows || (hdLight.useContactShadow.@override && hdLight.rayTraceContactShadow));

                    switch (hdLight.type)
                    {
                    case HDLightType.Directional:
                        m_RayTracingLights.hdDirectionalLightArray.Add(hdLight);
                        break;

                    case HDLightType.Point:
                    case HDLightType.Spot:
                        m_RayTracingLights.hdPointLightArray.Add(hdLight);
                        break;

                    case HDLightType.Area:
                        switch (hdLight.areaLightShape)
                        {
                        case AreaLightShape.Rectangle:
                            m_RayTracingLights.hdRectLightArray.Add(hdLight);
                            break;

                        case AreaLightShape.Tube:
                            m_RayTracingLights.hdLineLightArray.Add(hdLight);
                            break;
                            //TODO: case AreaLightShape.Disc:
                        }
                        break;
                    }
                }
            }

            m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdPointLightArray);
            m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdLineLightArray);
            m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdRectLightArray);

            HDAdditionalReflectionData[] reflectionProbeArray = UnityEngine.GameObject.FindObjectsOfType <HDAdditionalReflectionData>();
            for (int reflIdx = 0; reflIdx < reflectionProbeArray.Length; ++reflIdx)
            {
                HDAdditionalReflectionData reflectionProbe = reflectionProbeArray[reflIdx];
                // Add it to the list if enabled
                if (reflectionProbe.enabled)
                {
                    m_RayTracingLights.reflectionProbeArray.Add(reflectionProbe);
                }
            }

            m_RayTracingLights.lightCount = m_RayTracingLights.hdPointLightArray.Count
                                            + m_RayTracingLights.hdLineLightArray.Count
                                            + m_RayTracingLights.hdRectLightArray.Count
                                            + m_RayTracingLights.reflectionProbeArray.Count;

            AmbientOcclusion      aoSettings          = hdCamera.volumeStack.GetComponent <AmbientOcclusion>();
            ScreenSpaceReflection reflSettings        = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();
            GlobalIllumination    giSettings          = hdCamera.volumeStack.GetComponent <GlobalIllumination>();
            RecursiveRendering    recursiveSettings   = hdCamera.volumeStack.GetComponent <RecursiveRendering>();
            PathTracing           pathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();

            LODGroup[] lodGroupArray = UnityEngine.GameObject.FindObjectsOfType <LODGroup>();
            for (var i = 0; i < lodGroupArray.Length; i++)
            {
                // Grab the current LOD group
                LODGroup lodGroup = lodGroupArray[i];

                // Get the set of LODs
                LOD[] lodArray = lodGroup.GetLODs();
                for (int lodIdx = 0; lodIdx < lodArray.Length; ++lodIdx)
                {
                    LOD currentLOD = lodArray[lodIdx];
                    // We only want to push to the acceleration structure the lod0, we do not have defined way to select the right LOD at the moment
                    if (lodIdx == 0)
                    {
                        for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx)
                        {
                            // Fetch the renderer that we are interested in
                            Renderer currentRenderer = currentLOD.renderers[rendererIdx];

                            // This objects should but included into the RAS
                            AddInstanceToRAS(currentRenderer,
                                             rayTracedShadow,
                                             aoSettings.rayTracing.value, aoSettings.layerMask.value,
                                             reflSettings.rayTracing.value, reflSettings.layerMask.value,
                                             giSettings.rayTracing.value, giSettings.layerMask.value,
                                             recursiveSettings.enable.value, recursiveSettings.layerMask.value,
                                             pathTracingSettings.enable.value, pathTracingSettings.layerMask.value);
                        }
                    }

                    // Add them to the processed set so that they are not taken into account when processing all the renderers
                    for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx)
                    {
                        Renderer currentRenderer = currentLOD.renderers[rendererIdx];
                        // Add this fella to the renderer list
                        m_RayTracingRendererReference.Add(currentRenderer.GetInstanceID(), 1);
                    }
                }
            }

            // Grab all the renderers from the scene
            var rendererArray = UnityEngine.GameObject.FindObjectsOfType <Renderer>();

            for (var i = 0; i < rendererArray.Length; i++)
            {
                // Fetch the current renderer
                Renderer currentRenderer = rendererArray[i];

                // If it is not active skip it
                if (currentRenderer.enabled == false)
                {
                    continue;
                }

                // Grab the current game object
                GameObject gameObject = currentRenderer.gameObject;

                // Has this object already been processed, just skip it
                if (m_RayTracingRendererReference.ContainsKey(currentRenderer.GetInstanceID()))
                {
                    continue;
                }

                // Does this object have a reflection probe component? if yes we do not want to have it in the acceleration structure
                if (gameObject.TryGetComponent <ReflectionProbe>(out reflectionProbe))
                {
                    continue;
                }

                // This objects should but included into the RAS
                AddInstanceToRAS(currentRenderer,
                                 rayTracedShadow,
                                 aoSettings.rayTracing.value, aoSettings.layerMask.value,
                                 reflSettings.rayTracing.value, reflSettings.layerMask.value,
                                 giSettings.rayTracing.value, giSettings.layerMask.value,
                                 recursiveSettings.enable.value, recursiveSettings.layerMask.value,
                                 pathTracingSettings.enable.value, pathTracingSettings.layerMask.value);
            }

            // build the acceleration structure
            m_CurrentRAS.Build();

            // tag the structures as valid
            m_ValidRayTracingState = true;
        }
Ejemplo n.º 10
0
        public void PathTracingRender(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironment     = m_RayTracingManager.CurrentEnvironment();
            HDRenderPipeline        renderPipeline    = m_RayTracingManager.GetRenderPipeline();
            RayTracingShader        pathTracingShader = m_Asset.renderPipelineRayTracingResources.pathTracing;

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

            // Check the validity of the state before computing the effect
            bool invalidState = rtEnvironment == null || !pathTracingSettings.enable.value || pathTracingShader == null ||
                                m_Asset.renderPipelineResources.textures.owenScrambled256Tex == null ||
                                m_Asset.renderPipelineResources.textures.scramblingTex == null;

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

            // 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 = m_RayTracingManager.RequestAccelerationStructure(rtEnvironment.raytracedLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RayTracingManager.RequestLightCluster(rtEnvironment.raytracedLayerMask);

            // 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, rtEnvironment.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingNumSamples, pathTracingSettings.maxSamples.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMinRecursion, pathTracingSettings.minDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, pathTracingSettings.maxDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, pathTracingSettings.maxIntensity.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)
            float pixelSpreadAngle = hdCamera.camera.fieldOfView * (Mathf.PI / 180.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight);

            cmd.SetRayTracingFloatParam(pathTracingShader, 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: directional lights are not supported atm
            //cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, renderPipeline.directionalLightDatas);
            //cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, renderPipeline.m_lightList.directionalLights.Count);

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

            // 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);
        }