Example #1
0
        RTSAreaRayTraceParameters PrepareRTSAreaRayTraceParameters(HDCamera hdCamera, HDAdditionalLightData additionalLightData, LightData lightData, int lightIndex)
        {
            RTSAreaRayTraceParameters rtsartParams = new RTSAreaRayTraceParameters();

            // Set the camera parameters
            rtsartParams.texWidth  = hdCamera.actualWidth;
            rtsartParams.texHeight = hdCamera.actualHeight;
            rtsartParams.viewCount = hdCamera.viewCount;

            // Evaluation parameters
            rtsartParams.numSamples = additionalLightData.numRayTracingSamples;
            rtsartParams.lightIndex = lightIndex;
            // We need to build the world to area light matrix
            rtsartParams.worldToLocalMatrix.SetColumn(0, lightData.right);
            rtsartParams.worldToLocalMatrix.SetColumn(1, lightData.up);
            rtsartParams.worldToLocalMatrix.SetColumn(2, lightData.forward);
            // Compensate the  relative rendering if active
            Vector3 lightPositionWS = lightData.positionRWS;

            if (ShaderConfig.s_CameraRelativeRendering != 0)
            {
                lightPositionWS -= hdCamera.camera.transform.position;
            }
            rtsartParams.worldToLocalMatrix.SetColumn(3, lightPositionWS);
            rtsartParams.worldToLocalMatrix.m33 = 1.0f;
            rtsartParams.worldToLocalMatrix     = m_WorldToLocalArea.inverse;
            rtsartParams.historyValidity        = EvaluateHistoryValidity(hdCamera);
            rtsartParams.filterTracedShadow     = additionalLightData.filterTracedShadow;
            rtsartParams.areaShadowSlot         = m_lightList.lights[lightIndex].screenSpaceShadowIndex;
            rtsartParams.filterSize             = additionalLightData.filterSizeTraced;

            // Kernels
            rtsartParams.areaRaytracingShadowPrepassKernel   = m_AreaRaytracingShadowPrepassKernel;
            rtsartParams.areaRaytracingShadowNewSampleKernel = m_AreaRaytracingShadowNewSampleKernel;
            rtsartParams.areaShadowApplyTAAKernel            = m_AreaShadowApplyTAAKernel;
            rtsartParams.areaUpdateAnalyticHistoryKernel     = m_AreaUpdateAnalyticHistoryKernel;
            rtsartParams.areaUpdateShadowHistoryKernel       = m_AreaUpdateShadowHistoryKernel;
            rtsartParams.areaEstimateNoiseKernel             = m_AreaEstimateNoiseKernel;
            rtsartParams.areaFirstDenoiseKernel    = m_AreaFirstDenoiseKernel;
            rtsartParams.areaSecondDenoiseKernel   = m_AreaSecondDenoiseKernel;
            rtsartParams.areaShadowNoDenoiseKernel = m_AreaShadowNoDenoiseKernel;

            // Other parameters
            // Grab the acceleration structure for the target camera
            rtsartParams.accelerationStructure       = RequestAccelerationStructure();
            rtsartParams.shaderVariablesRayTracingCB = m_ShaderVariablesRayTracingCB;
            rtsartParams.screenSpaceShadowsCS        = m_ScreenSpaceShadowsCS;
            rtsartParams.screenSpaceShadowsRT        = m_ScreenSpaceShadowsRT;
            rtsartParams.screenSpaceShadowsFilterCS  = m_ScreenSpaceShadowsFilterCS;
            rtsartParams.scramblingTex = m_Asset.renderPipelineResources.textures.scramblingTex;
            BlueNoise blueNoise = GetBlueNoiseManager();

            rtsartParams.ditheredTextureSet = blueNoise.DitheredTextureSet8SPP();

            return(rtsartParams);
        }
Example #2
0
        static void ExecuteSSSAreaRayTrace(CommandBuffer cmd, RTSAreaRayTraceParameters parameters, RTSAreaRayTraceResources sssartResources)
        {
            // Inject the ray-tracing sampling data
            BlueNoise.BindDitheredTextureSet(cmd, parameters.ditheredTextureSet);

            // Evaluate the dispatch parameters
            int areaTileSize = 8;
            int numTilesX    = (parameters.texWidth + (areaTileSize - 1)) / areaTileSize;
            int numTilesY    = (parameters.texHeight + (areaTileSize - 1)) / areaTileSize;

            // 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

            // Bind the light data
            cmd.SetComputeMatrixParam(parameters.screenSpaceShadowsCS, HDShaderIDs._RaytracingAreaWorldToLocal, parameters.worldToLocalMatrix);
            cmd.SetComputeIntParam(parameters.screenSpaceShadowsCS, HDShaderIDs._RaytracingTargetAreaLight, parameters.lightIndex);

            parameters.shaderVariablesRayTracingCB._RaytracingNumSamples = parameters.numSamples;
            ConstantBuffer.PushGlobal(cmd, parameters.shaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing);

            // Bind the input buffers
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[0], sssartResources.gbuffer0);
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[1], sssartResources.gbuffer1);
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[2], sssartResources.gbuffer2);
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[3], sssartResources.gbuffer3);
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._StencilTexture, sssartResources.depthStencilBuffer, 0, RenderTextureSubElement.Stencil);

            // Bind the output buffers
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._RaytracedAreaShadowIntegration, sssartResources.outputShadowTexture);
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1);
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer);
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer);
            cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
            cmd.DispatchCompute(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, numTilesX, numTilesY, parameters.viewCount);

            // Set ray count texture
            cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RayCountTexture, sssartResources.rayCountTexture);

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

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

            // Input data
            cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
            cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
            cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
            cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1);
            cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer);
            cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer);
            cmd.SetRayTracingIntParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracingTargetAreaLight, parameters.lightIndex);

            // Output data
            cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowIntegration, sssartResources.outputShadowTexture);

            // Evaluate the intersection
            cmd.DispatchRays(parameters.screenSpaceShadowsRT, m_RayGenAreaShadowSingleName, (uint)parameters.texWidth, (uint)parameters.texHeight, (uint)parameters.viewCount);

            // Let's do the following samples (if any)
            for (int sampleIndex = 1; sampleIndex < parameters.numSamples; ++sampleIndex)
            {
                // Update global Constant Buffer
                parameters.shaderVariablesRayTracingCB._RaytracingNumSamples  = parameters.numSamples;
                parameters.shaderVariablesRayTracingCB._RaytracingSampleIndex = sampleIndex;
                ConstantBuffer.PushGlobal(cmd, parameters.shaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing);

                // Bind the light data
                cmd.SetComputeIntParam(parameters.screenSpaceShadowsCS, HDShaderIDs._RaytracingTargetAreaLight, parameters.lightIndex);
                cmd.SetComputeMatrixParam(parameters.screenSpaceShadowsCS, HDShaderIDs._RaytracingAreaWorldToLocal, parameters.worldToLocalMatrix);

                // Input Buffers
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[0], sssartResources.gbuffer0);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[1], sssartResources.gbuffer1);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[2], sssartResources.gbuffer2);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[3], sssartResources.gbuffer3);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._StencilTexture, sssartResources.depthStencilBuffer, 0, RenderTextureSubElement.Stencil);

                // Output buffers
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
                cmd.DispatchCompute(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, numTilesX, numTilesY, parameters.viewCount);

                // Input buffers
                cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
                cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1);
                cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer);
                cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer);
                cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
                cmd.SetRayTracingIntParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracingTargetAreaLight, parameters.lightIndex);

                // Output buffers
                cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowIntegration, sssartResources.outputShadowTexture);

                // Evaluate the intersection
                cmd.DispatchRays(parameters.screenSpaceShadowsRT, m_RayGenAreaShadowSingleName, (uint)parameters.texWidth, (uint)parameters.texHeight, (uint)parameters.viewCount);
            }

            if (parameters.filterTracedShadow)
            {
                Vector4 shadowChannelMask0 = new Vector4();
                Vector4 shadowChannelMask1 = new Vector4();
                Vector4 shadowChannelMask2 = new Vector4();
                GetShadowChannelMask(parameters.areaShadowSlot, ScreenSpaceShadowType.Area, ref shadowChannelMask0);
                GetShadowChannelMask(parameters.areaShadowSlot, ScreenSpaceShadowType.GrayScale, ref shadowChannelMask1);
                GetShadowChannelMask(parameters.areaShadowSlot + 1, ScreenSpaceShadowType.GrayScale, ref shadowChannelMask2);

                // Global parameters
                cmd.SetComputeIntParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._RaytracingDenoiseRadius, parameters.filterSize);
                cmd.SetComputeIntParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistorySlice, parameters.areaShadowSlot / 4);
                cmd.SetComputeVectorParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistoryMask, shadowChannelMask0);
                cmd.SetComputeVectorParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistoryMaskSn, shadowChannelMask1);
                cmd.SetComputeVectorParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistoryMaskUn, shadowChannelMask2);

                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._CameraMotionVectorsTexture, sssartResources.motionVectorsBuffer);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._AreaShadowHistory, sssartResources.shadowHistoryArray);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._AnalyticHistoryBuffer, sssartResources.analyticHistoryArray);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.outputShadowTexture);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.intermediateBufferRGBA1);
                cmd.SetComputeFloatParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._HistoryValidity, parameters.historyValidity);
                cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, numTilesX, numTilesY, parameters.viewCount);

                // Update the shadow history buffer
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateAnalyticHistoryKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateAnalyticHistoryKernel, HDShaderIDs._AnalyticHistoryBuffer, sssartResources.analyticHistoryArray);
                cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateAnalyticHistoryKernel, numTilesX, numTilesY, parameters.viewCount);

                // Update the analytic history buffer
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateShadowHistoryKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA1);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateShadowHistoryKernel, HDShaderIDs._AreaShadowHistoryRW, sssartResources.shadowHistoryArray);
                cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateShadowHistoryKernel, numTilesX, numTilesY, parameters.viewCount);

                // Inject parameters for noise estimation
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, HDShaderIDs._ScramblingTexture, parameters.scramblingTex);

                // Noise estimation pre-pass
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA1);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.outputShadowTexture);
                cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, numTilesX, numTilesY, parameters.viewCount);

                // Reinject parameters for denoising
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaFirstDenoiseKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaFirstDenoiseKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);

                // First denoising pass
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaFirstDenoiseKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.outputShadowTexture);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaFirstDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.intermediateBufferRGBA1);
                cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaFirstDenoiseKernel, numTilesX, numTilesY, parameters.viewCount);

                // Re-inject parameters for denoising
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaSecondDenoiseKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaSecondDenoiseKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);

                // Second (and final) denoising pass
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaSecondDenoiseKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA1);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaSecondDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.outputShadowTexture);
                cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaSecondDenoiseKernel, numTilesX, numTilesY, parameters.viewCount);
            }
            else
            {
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowNoDenoiseKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
                cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowNoDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.outputShadowTexture);
                cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowNoDenoiseKernel, numTilesX, numTilesY, parameters.viewCount);
            }
        }