// Denoiser variant for non history array public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera, RTHandle noisySignal, RTHandle historySignal, RTHandle outputSignal, bool singleChannel = true, float historyValidity = 1.0f) { // If we do not have a depth and normal history buffers, we can skip right away var historyDepthBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth); var historyNormalBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Normal); if (historyDepthBuffer == null || historyNormalBuffer == null) { HDUtils.BlitCameraTexture(cmd, noisySignal, historySignal); HDUtils.BlitCameraTexture(cmd, noisySignal, outputSignal); return; } // Fetch 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; // Request the intermediate buffer we need RTHandle validationBuffer = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.R0); // First of all we need to validate the history to know where we can or cannot use the history signal int m_KernelFilter = m_TemporalFilterCS.FindKernel("ValidateHistory"); var historyScale = new Vector2(hdCamera.actualWidth / (float)historySignal.rt.width, hdCamera.actualHeight / (float)historySignal.rt.height); cmd.SetComputeVectorParam(m_TemporalFilterCS, HDShaderIDs._RTHandleScaleHistory, historyScale); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryNormalBufferTexture, historyNormalBuffer); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._ValidationBufferRW, validationBuffer); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._VelocityBuffer, TextureXR.GetBlackTexture()); cmd.SetComputeFloatParam(m_TemporalFilterCS, HDShaderIDs._HistoryValidity, historyValidity); cmd.SetComputeFloatParam(m_TemporalFilterCS, HDShaderIDs._PixelSpreadAngleTangent, HDRenderPipeline.GetPixelSpreadTangent(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight)); cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount); // Now that we have validated our history, let's accumulate m_KernelFilter = m_TemporalFilterCS.FindKernel(singleChannel ? "TemporalAccumulationSingle" : "TemporalAccumulationColor"); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, noisySignal); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, historySignal); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, outputSignal); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._ValidationBuffer, validationBuffer); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._VelocityBuffer, TextureXR.GetBlackTexture()); cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount); // Make sure to copy the new-accumulated signal in our history buffer m_KernelFilter = m_TemporalFilterCS.FindKernel(singleChannel ? "CopyHistorySingle" : "CopyHistoryColor"); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, outputSignal); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, historySignal); cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount); }
public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera, RTHandle noisySignal, RTHandle historySignal, RTHandle outputSignal, bool singleChannel = true, int slotIndex = -1) { // If we do not have a depth and normal history buffers, we can skip right away var historyDepthBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth); var historyNormalBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Normal); if (historyDepthBuffer == null || historyNormalBuffer == null) { HDUtils.BlitCameraTexture(cmd, noisySignal, historySignal); HDUtils.BlitCameraTexture(cmd, noisySignal, outputSignal); return; } // Fetch 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; // First of all we need to validate the history to know where we can or cannot use the history signal int m_KernelFilter = m_TemporalFilterCS.FindKernel("ValidateHistory"); var historyScale = new Vector2(hdCamera.actualWidth / (float)historySignal.rt.width, hdCamera.actualHeight / (float)historySignal.rt.height); cmd.SetComputeVectorParam(m_TemporalFilterCS, HDShaderIDs._RTHandleScaleHistory, historyScale); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryNormalBufferTexture, historyNormalBuffer); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._ValidationBufferRW, m_ValidationBuffer); cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, 1); // Now that we have validated our history, let's accumulate m_KernelFilter = m_TemporalFilterCS.FindKernel(singleChannel ? (slotIndex == -1 ? "TemporalAccumulationSingle" : "TemporalAccumulationSingleArray") : "TemporalAccumulationColor"); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, noisySignal); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, historySignal); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, outputSignal); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._ValidationBuffer, m_ValidationBuffer); cmd.SetComputeIntParam(m_TemporalFilterCS, HDShaderIDs._DenoisingHistorySlot, slotIndex); cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, 1); m_KernelFilter = m_TemporalFilterCS.FindKernel(singleChannel ? (slotIndex == -1 ? "CopyHistorySingle" : "CopyHistorySingleArray") : "CopyHistoryColor"); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, outputSignal); cmd.SetComputeTextureParam(m_TemporalFilterCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, historySignal); cmd.SetComputeIntParam(m_TemporalFilterCS, HDShaderIDs._DenoisingHistorySlot, slotIndex); cmd.DispatchCompute(m_TemporalFilterCS, m_KernelFilter, numTilesX, numTilesY, 1); }
void GrabCoCHistory(HDCamera camera, RTHandle source, out RTHandle previous, out RTHandle next) { RTHandle Allocator(string id, int frameIndex, RTHandleSystem rtHandleSystem) { return(rtHandleSystem.Alloc( Vector2.one, TextureXR.slices, DepthBits.None, GraphicsFormat.R16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, name: "ColorBufferMipChain" )); } next = camera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain) ?? camera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain, Allocator, 1); previous = camera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain); }
public void Denoise(CommandBuffer cmd, HDCamera hdCamera, RTHandle noisyBuffer, RTHandle outputBuffer, bool halfResolution = false, float historyValidity = 1.0f) { // Grab the global illumination volume component var giSettings = hdCamera.volumeStack.GetComponent <UnityEngine.Rendering.HighDefinition.GlobalIllumination>(); var historyDepthBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth); var historyDepthBuffer1 = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1); // If the depth textures are not available, we can't denoise if (historyDepthBuffer == null || historyDepthBuffer1 == null) { HDUtils.BlitCameraTexture(cmd, noisyBuffer, outputBuffer); return; } // Compute the dispatch parameters based on if we are half res or not int tileSize = 8; int numTilesX, numTilesY; Vector4 halfScreenSize; EvaluateDispatchParameters(hdCamera, halfResolution, tileSize, out numTilesX, out numTilesY, out halfScreenSize); // Pick the right kernel to use int m_KernelFilter = halfResolution ? m_SpatialFilterHalfKernel : m_SpatialFilterKernel; // Bind the input scalars var info = m_SharedRTManager.GetDepthBufferMipChainInfo(); firstMipOffset.Set(HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].y)); cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset); cmd.SetComputeIntParam(m_SSGIDenoiserCS, HDShaderIDs._IndirectDiffuseSpatialFilter, giSettings.filterRadius); // Inject half screen size if required if (halfResolution) { cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._HalfScreenSize, halfScreenSize); } // Bind the input buffers cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture()); cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._InputNoisyBuffer, noisyBuffer); // Bind the output buffer cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._OutputFilteredBuffer, outputBuffer); // Do the spatial pass cmd.DispatchCompute(m_SSGIDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount); // Grab the history buffer RTHandle indirectDiffuseHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF); if (indirectDiffuseHistory == null) { indirectDiffuseHistory = hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF, IndirectDiffuseHistoryBufferAllocatorFunction, 1); // clear it to black if this is the first pass to avoid nans CoreUtils.SetRenderTarget(cmd, indirectDiffuseHistory, m_SharedRTManager.GetDepthStencilBuffer(), ClearFlag.Color, clearColor: Color.black); } // Pick the right kernel to use m_KernelFilter = halfResolution ? m_TemporalFilterHalfKernel : m_TemporalFilterKernel; // Bind the input buffers cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture()); cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeFloatParam(m_SSGIDenoiserCS, HDShaderIDs._HistoryValidity, historyValidity); if (halfResolution) { cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer1); cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset); } else { cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer); } cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, indirectDiffuseHistory); cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._InputNoisyBuffer, outputBuffer); // Bind the output buffer cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._OutputFilteredBuffer, noisyBuffer); // Do the temporal pass cmd.DispatchCompute(m_SSGIDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount); // Copy the new version into the history buffer cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_CopyHistory, HDShaderIDs._InputNoisyBuffer, noisyBuffer); cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_CopyHistory, HDShaderIDs._OutputFilteredBuffer, indirectDiffuseHistory); cmd.DispatchCompute(m_SSGIDenoiserCS, m_CopyHistory, numTilesX, numTilesY, hdCamera.viewCount); }