Exemple #1
0
        void EvaluateShadowDebugView(CommandBuffer cmd, HDCamera hdCamera)
        {
            // If this is the right debug mode and the index we are asking for is in the range
            HDRenderPipeline hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);

            if (FullScreenDebugMode.ScreenSpaceShadows == hdrp.m_CurrentDebugDisplaySettings.data.fullScreenDebugMode)
            {
                if (!hdrp.rayTracingSupported || (m_ScreenSpaceShadowChannelSlot <= hdrp.m_CurrentDebugDisplaySettings.data.screenSpaceShadowIndex))
                {
                    // In this case we have not rendered any screenspace shadows, so push a black texture on the debug display
                    hdrp.PushFullScreenDebugTexture(hdCamera, cmd, TextureXR.GetBlackTextureArray(), FullScreenDebugMode.ScreenSpaceShadows);
                    return;
                }

                // Fetch the buffer where we we will store our result
                RTHandle debugResultBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);

                // Generate the debug view
                SSShadowDebugParameters sssdParams    = PrepareSSShadowDebugParameters(hdCamera, (int)hdrp.m_CurrentDebugDisplaySettings.data.screenSpaceShadowIndex);
                SSShadowDebugResources  sssdResources = PrepareSSShadowDebugResources(debugResultBuffer);
                ExecuteShadowDebugView(cmd, sssdParams, sssdResources);

                // Push the full screen debug texture
                hdrp.PushFullScreenDebugTexture(hdCamera, cmd, debugResultBuffer, FullScreenDebugMode.ScreenSpaceShadows);
            }
        }
        TextureHandle EvaluateShadowDebugView(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle screenSpaceShadowArray)
        {
            // If this is the right debug mode and the index we are asking for is in the range
            if (!rayTracingSupported || (m_ScreenSpaceShadowChannelSlot <= m_CurrentDebugDisplaySettings.data.screenSpaceShadowIndex))
            {
                return(m_RenderGraph.defaultResources.blackTextureXR);
            }

            using (var builder = renderGraph.AddRenderPass <ScreenSpaceShadowDebugPassData>("Screen Space Shadows Debug", out var passData, ProfilingSampler.Get(HDProfileId.ScreenSpaceShadowsDebug)))
            {
                passData.parameters             = PrepareSSShadowDebugParameters(hdCamera, (int)m_CurrentDebugDisplaySettings.data.screenSpaceShadowIndex);
                passData.screenSpaceShadowArray = builder.ReadTexture(screenSpaceShadowArray);
                passData.outputBuffer           = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "EvaluateShadowDebug"
                }));

                builder.SetRenderFunc(
                    (ScreenSpaceShadowDebugPassData data, RenderGraphContext context) =>
                {
                    SSShadowDebugResources resources = new SSShadowDebugResources();
                    resources.screenSpaceShadowArray = data.screenSpaceShadowArray;
                    resources.outputBuffer           = data.outputBuffer;
                    ExecuteShadowDebugView(context.cmd, data.parameters, resources);
                });
                return(passData.outputBuffer);
            }
        }
Exemple #3
0
        SSShadowDebugResources PrepareSSShadowDebugResources(RTHandle debugResultBuffer)
        {
            SSShadowDebugResources sssdResources = new SSShadowDebugResources();

            sssdResources.screenSpaceShadowArray = m_ScreenSpaceShadowTextureArray;
            sssdResources.outputBuffer           = debugResultBuffer;
            return(sssdResources);
        }
Exemple #4
0
        static void ExecuteShadowDebugView(CommandBuffer cmd, SSShadowDebugParameters sssdParams, SSShadowDebugResources sssdResources)
        {
            // Evaluate the dispatch parameters
            int shadowTileSize = 8;
            int numTilesX      = (sssdParams.texWidth + (shadowTileSize - 1)) / shadowTileSize;
            int numTilesY      = (sssdParams.texHeight + (shadowTileSize - 1)) / shadowTileSize;

            // If the screen space shadows we are asked to deliver is available output it to the intermediate texture
            cmd.SetComputeIntParam(sssdParams.shadowFilter, HDShaderIDs._DenoisingHistorySlot, sssdParams.targetShadow);
            cmd.SetComputeTextureParam(sssdParams.shadowFilter, sssdParams.debugKernel, HDShaderIDs._ScreenSpaceShadowsTextureRW, sssdResources.screenSpaceShadowArray);
            cmd.SetComputeTextureParam(sssdParams.shadowFilter, sssdParams.debugKernel, HDShaderIDs._DenoiseOutputTextureRW, sssdResources.outputBuffer);
            cmd.DispatchCompute(sssdParams.shadowFilter, sssdParams.debugKernel, numTilesX, numTilesY, sssdParams.viewCount);
        }