TextureHandle RenderVolumetricClouds_Accumulation(RenderGraph renderGraph, HDCamera hdCamera, TVolumetricCloudsCameraType cameraType, TextureHandle colorBuffer, TextureHandle depthPyramid, TextureHandle motionVectors, TextureHandle volumetricLighting, TextureHandle maxZMask) { using (var builder = renderGraph.AddRenderPass <VolumetricCloudsAccumulationData>("Volumetric Clouds", out var passData, ProfilingSampler.Get(HDProfileId.VolumetricClouds))) { builder.EnableAsyncCompute(false); VolumetricClouds settings = hdCamera.volumeStack.GetComponent <VolumetricClouds>(); passData.parameters = PrepareVolumetricCloudsParameters_Accumulation(hdCamera, settings, cameraType, EvaluateVolumetricCloudsHistoryValidity(hdCamera, settings.localClouds.value)); passData.colorBuffer = builder.ReadTexture(builder.WriteTexture(colorBuffer)); passData.depthPyramid = builder.ReadTexture(depthPyramid); passData.motionVectors = builder.ReadTexture(motionVectors); passData.maxZMask = settings.localClouds.value ? renderGraph.defaultResources.blackTextureXR : builder.ReadTexture(maxZMask); passData.ambientProbeBuffer = builder.ReadComputeBuffer(renderGraph.ImportComputeBuffer(m_CloudsProbeBuffer)); passData.volumetricLighting = builder.ReadTexture(volumetricLighting); passData.scatteringFallbackTexture = renderGraph.defaultResources.blackTexture3DXR; passData.currentHistoryBuffer0 = renderGraph.ImportTexture(RequestCurrentVolumetricCloudsHistoryTexture0(hdCamera)); passData.previousHistoryBuffer0 = renderGraph.ImportTexture(RequestPreviousVolumetricCloudsHistoryTexture0(hdCamera)); passData.currentHistoryBuffer1 = renderGraph.ImportTexture(RequestCurrentVolumetricCloudsHistoryTexture1(hdCamera)); passData.previousHistoryBuffer1 = renderGraph.ImportTexture(RequestPreviousVolumetricCloudsHistoryTexture1(hdCamera)); passData.intermediateBuffer0 = builder.CreateTransientTexture(new TextureDesc(Vector2.one * 0.5f, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Temporary Clouds Lighting Buffer 0" }); passData.intermediateBuffer1 = builder.CreateTransientTexture(new TextureDesc(Vector2.one * 0.5f, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Temporary Clouds Lighting Buffer 1 " }); passData.intermediateBufferDepth0 = builder.CreateTransientTexture(new TextureDesc(Vector2.one * 0.5f, true, true) { colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "Temporary Clouds Depth Buffer 0" }); passData.intermediateBufferDepth1 = builder.CreateTransientTexture(new TextureDesc(Vector2.one * 0.5f, true, true) { colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "Temporary Clouds Depth Buffer 1" }); passData.intermediateColorBufferCopy = passData.parameters.needExtraColorBufferCopy ? builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GetColorBufferFormat(), enableRandomWrite = true, name = "Temporary Color Buffer" }) : renderGraph.defaultResources.blackTextureXR; if (passData.parameters.needsTemporaryBuffer) { passData.intermediateBufferUpscale = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Temporary Clouds Upscaling Buffer" }); } else { passData.intermediateBufferUpscale = renderGraph.defaultResources.blackTexture; } if (passData.parameters.commonData.cameraType == TVolumetricCloudsCameraType.PlanarReflection) { passData.intermediateBufferDepth2 = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "Temporary Clouds Depth Buffer 2" }); } else { passData.intermediateBufferDepth2 = renderGraph.defaultResources.blackTexture; } builder.SetRenderFunc( (VolumetricCloudsAccumulationData data, RenderGraphContext ctx) => { TraceVolumetricClouds_Accumulation(ctx.cmd, data.parameters, data.ambientProbeBuffer, data.colorBuffer, data.depthPyramid, data.motionVectors, data.volumetricLighting, data.scatteringFallbackTexture, data.maxZMask, data.currentHistoryBuffer0, data.previousHistoryBuffer0, data.currentHistoryBuffer1, data.previousHistoryBuffer1, data.intermediateBuffer0, data.intermediateBuffer1, data.intermediateBufferDepth0, data.intermediateBufferDepth1, data.intermediateBufferDepth2, data.intermediateColorBufferCopy, data.intermediateBufferUpscale); }); // Push the texture to the debug menu PushFullScreenDebugTexture(m_RenderGraph, passData.currentHistoryBuffer0, FullScreenDebugMode.VolumetricClouds); // We return the volumetric clouds buffers rendered at half resolution. We should ideally return the full resolution transmittance, but // this should be enough for the initial case (which is the lens flares). The transmittance can be found in the alpha channel. return(passData.currentHistoryBuffer0); } }
VolumetricCloudsParameters_Accumulation PrepareVolumetricCloudsParameters_Accumulation(HDCamera hdCamera, VolumetricClouds settings, TVolumetricCloudsCameraType cameraType, bool historyValidity) { VolumetricCloudsParameters_Accumulation parameters = new VolumetricCloudsParameters_Accumulation(); // Compute the cloud model data CloudModelData cloudModelData = GetCloudModelData(settings); // Fill the common data FillVolumetricCloudsCommonData(hdCamera.exposureControlFS, settings, cameraType, in cloudModelData, ref parameters.commonData); // We need to make sure that the allocated size of the history buffers and the dispatch size are perfectly equal. // The ideal approach would be to have a function for that returns the converted size from a viewport and texture size. // but for now we do it like this. // Final resolution at which the effect should be exported parameters.finalWidth = hdCamera.actualWidth; parameters.finalHeight = hdCamera.actualHeight; // Intermediate resolution at which the effect is accumulated parameters.intermediateWidth = Mathf.RoundToInt(0.5f * hdCamera.actualWidth); parameters.intermediateHeight = Mathf.RoundToInt(0.5f * hdCamera.actualHeight); // Resolution at which the effect is traced parameters.traceWidth = Mathf.RoundToInt(0.25f * hdCamera.actualWidth); parameters.traceHeight = Mathf.RoundToInt(0.25f * hdCamera.actualHeight); parameters.viewCount = hdCamera.viewCount; parameters.previousViewportSize = hdCamera.historyRTHandleProperties.previousViewportSize; parameters.historyValidity = historyValidity; // MSAA support parameters.needsTemporaryBuffer = hdCamera.msaaEnabled; parameters.cloudCombinePass = m_CloudCombinePass; parameters.needExtraColorBufferCopy = (GetColorBufferFormat() == GraphicsFormat.B10G11R11_UFloatPack32 && // On PC and Metal, but not on console. (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)); // In case of MSAA, we no longer require the preliminary copy as there is no longer a need for RW of the color buffer. parameters.needExtraColorBufferCopy &= !parameters.needsTemporaryBuffer; // Compute shader and kernels parameters.convertObliqueDepthKernel = m_ConvertObliqueDepthKernel; parameters.depthDownscaleKernel = m_CloudDownscaleDepthKernel; parameters.renderKernel = m_CloudRenderKernel; parameters.reprojectKernel = settings.ghostingReduction.value ? m_ReprojectCloudsRejectionKernel : m_ReprojectCloudsKernel; parameters.upscaleAndCombineKernel = parameters.needExtraColorBufferCopy ? m_UpscaleAndCombineCloudsKernelColorCopy : m_UpscaleAndCombineCloudsKernelColorRW; // Update the constant buffer VolumetricCloudsCameraData cameraData; cameraData.cameraType = parameters.commonData.cameraType; cameraData.traceWidth = parameters.traceWidth; cameraData.traceHeight = parameters.traceHeight; cameraData.intermediateWidth = parameters.intermediateWidth; cameraData.intermediateHeight = parameters.intermediateHeight; cameraData.finalWidth = parameters.finalWidth; cameraData.finalHeight = parameters.finalHeight; cameraData.viewCount = parameters.viewCount; cameraData.enableExposureControl = parameters.commonData.enableExposureControl; cameraData.lowResolution = true; cameraData.enableIntegration = true; UpdateShaderVariableslClouds(ref parameters.commonData.cloudsCB, hdCamera, settings, cameraData, cloudModelData, false); // If this is a default camera, we want the improved blending, otherwise we don't (in the case of a planar) parameters.commonData.cloudsCB._ImprovedTransmittanceBlend = parameters.commonData.cameraType == TVolumetricCloudsCameraType.Default ? 1 : 0; parameters.commonData.cloudsCB._CubicTransmittance = parameters.commonData.cameraType == TVolumetricCloudsCameraType.Default && hdCamera.msaaEnabled ? 1 : 0; return(parameters); }
TextureHandle RenderVolumetricClouds_FullResolution(RenderGraph renderGraph, HDCamera hdCamera, TVolumetricCloudsCameraType cameraType, TextureHandle colorBuffer, TextureHandle depthPyramid, TextureHandle motionVectors, TextureHandle volumetricLighting, TextureHandle maxZMask) { using (var builder = renderGraph.AddRenderPass <VolumetricCloudsFullResolutionData>("Generating the rays for RTR", out var passData, ProfilingSampler.Get(HDProfileId.VolumetricClouds))) { builder.EnableAsyncCompute(false); VolumetricClouds settings = hdCamera.volumeStack.GetComponent <VolumetricClouds>(); passData.parameters = PrepareVolumetricCloudsParameters_FullResolution(hdCamera, hdCamera.actualWidth, hdCamera.actualHeight, hdCamera.viewCount, hdCamera.exposureControlFS, settings, cameraType); passData.colorBuffer = builder.ReadTexture(builder.WriteTexture(colorBuffer)); passData.depthPyramid = builder.ReadTexture(depthPyramid); passData.maxZMask = settings.localClouds.value ? renderGraph.defaultResources.blackTextureXR : builder.ReadTexture(maxZMask); passData.ambientProbeBuffer = builder.ReadComputeBuffer(renderGraph.ImportComputeBuffer(m_CloudsProbeBuffer)); passData.volumetricLighting = builder.ReadTexture(volumetricLighting); passData.scatteringFallbackTexture = renderGraph.defaultResources.blackTexture3DXR; passData.intermediateLightingBuffer = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Temporary Clouds Lighting Buffer 0" }); passData.intermediateBufferDepth = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "Temporary Clouds Depth Buffer 0" }); passData.intermediateColorBufferCopy = passData.parameters.needExtraColorBufferCopy ? builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GetColorBufferFormat(), enableRandomWrite = true, name = "Temporary Color Buffer" }) : renderGraph.defaultResources.blackTextureXR; if (passData.parameters.needsTemporaryBuffer) { passData.intermediateBufferUpscale = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Temporary Clouds Upscaling Buffer" }); } else { passData.intermediateBufferUpscale = renderGraph.defaultResources.blackTexture; } builder.SetRenderFunc( (VolumetricCloudsFullResolutionData data, RenderGraphContext ctx) => { TraceVolumetricClouds_FullResolution(ctx.cmd, data.parameters, data.ambientProbeBuffer, data.colorBuffer, data.depthPyramid, data.volumetricLighting, data.scatteringFallbackTexture, data.maxZMask, data.intermediateLightingBuffer, data.intermediateBufferDepth, data.intermediateColorBufferCopy, data.intermediateBufferUpscale); }); // In the case of reflection probes, we don't expect any pass that will need the transmittance mask of the clouds so we return white. return(renderGraph.defaultResources.whiteTextureXR); } }
VolumetricCloudsParameters_FullResolution PrepareVolumetricCloudsParameters_FullResolution(HDCamera hdCamera, int width, int height, int viewCount, bool exposureControl, VolumetricClouds settings, TVolumetricCloudsCameraType cameraType) { VolumetricCloudsParameters_FullResolution parameters = new VolumetricCloudsParameters_FullResolution(); // Compute the cloud model data CloudModelData cloudModelData = GetCloudModelData(settings); // Fill the common data FillVolumetricCloudsCommonData(exposureControl, settings, cameraType, in cloudModelData, ref parameters.commonData); // If this is a baked reflection, we run everything at full res parameters.finalWidth = width; parameters.finalHeight = height; parameters.viewCount = viewCount; // MSAA support parameters.needsTemporaryBuffer = hdCamera.msaaEnabled; parameters.cloudCombinePass = m_CloudCombinePass; parameters.needExtraColorBufferCopy = (GetColorBufferFormat() == GraphicsFormat.B10G11R11_UFloatPack32 && // On PC and Metal, but not on console. (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)); // In case of MSAA, we no longer require the preliminary copy as there is no longer a need for RW of the color buffer. parameters.needExtraColorBufferCopy &= !parameters.needsTemporaryBuffer; // Compute shader and kernels parameters.renderKernel = m_CloudRenderKernel; parameters.combineKernel = parameters.needExtraColorBufferCopy ? m_CombineCloudsKernelColorCopy : m_CombineCloudsKernelColorRW; // Update the constant buffer VolumetricCloudsCameraData cameraData; cameraData.cameraType = parameters.commonData.cameraType; cameraData.traceWidth = parameters.finalWidth; cameraData.traceHeight = parameters.finalHeight; cameraData.intermediateWidth = parameters.finalWidth; cameraData.intermediateHeight = parameters.finalHeight; cameraData.finalWidth = parameters.finalWidth; cameraData.finalHeight = parameters.finalHeight; cameraData.viewCount = parameters.viewCount; cameraData.enableExposureControl = parameters.commonData.enableExposureControl; cameraData.lowResolution = false; cameraData.enableIntegration = true; UpdateShaderVariableslClouds(ref parameters.commonData.cloudsCB, hdCamera, settings, cameraData, cloudModelData, false); return(parameters); }
VolumetricCloudsParameters_LowResolution PrepareVolumetricCloudsParameters_LowResolution(HDCamera hdCamera, int width, int height, int viewCount, bool exposureControl, VolumetricClouds settings, TVolumetricCloudsCameraType cameraType) { VolumetricCloudsParameters_LowResolution parameters = new VolumetricCloudsParameters_LowResolution(); // Compute the cloud model data CloudModelData cloudModelData = GetCloudModelData(settings); // Fill the common data FillVolumetricCloudsCommonData(exposureControl, settings, cameraType, in cloudModelData, ref parameters.commonData); // We need to make sure that the allocated size of the history buffers and the dispatch size are perfectly equal. // The ideal approach would be to have a function for that returns the converted size from a viewport and texture size. // but for now we do it like this. // Final resolution at which the effect should be exported parameters.finalWidth = width; parameters.finalHeight = height; // Intermediate resolution at which the effect is accumulated parameters.intermediateWidth = Mathf.RoundToInt(0.5f * width); parameters.intermediateHeight = Mathf.RoundToInt(0.5f * height); // Resolution at which the effect is traced parameters.traceWidth = Mathf.RoundToInt(0.25f * width); parameters.traceHeight = Mathf.RoundToInt(0.25f * height); parameters.viewCount = viewCount; // MSAA support parameters.needsTemporaryBuffer = hdCamera.msaaEnabled; parameters.cloudCombinePass = m_CloudCombinePass; parameters.needExtraColorBufferCopy = (GetColorBufferFormat() == GraphicsFormat.B10G11R11_UFloatPack32 && // On PC and Metal, but not on console. (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)); // In case of MSAA, we no longer require the preliminary copy as there is no longer a need for RW of the color buffer. parameters.needExtraColorBufferCopy &= !parameters.needsTemporaryBuffer; // Compute shader and kernels parameters.depthDownscaleKernel = m_CloudDownscaleDepthKernel; parameters.renderKernel = m_CloudRenderKernel; parameters.preUpscaleKernel = m_PreUpscaleCloudsKernel; parameters.upscaleAndCombineKernel = parameters.needExtraColorBufferCopy ? m_UpscaleAndCombineCloudsKernelColorCopy : m_UpscaleAndCombineCloudsKernelColorRW; // Update the constant buffer VolumetricCloudsCameraData cameraData; cameraData.cameraType = parameters.commonData.cameraType; cameraData.traceWidth = parameters.traceWidth; cameraData.traceHeight = parameters.traceHeight; cameraData.intermediateWidth = parameters.intermediateWidth; cameraData.intermediateHeight = parameters.intermediateHeight; cameraData.finalWidth = parameters.finalWidth; cameraData.finalHeight = parameters.finalHeight; cameraData.viewCount = parameters.viewCount; cameraData.enableExposureControl = parameters.commonData.enableExposureControl; cameraData.lowResolution = true; cameraData.enableIntegration = false; UpdateShaderVariableslClouds(ref parameters.commonData.cloudsCB, hdCamera, settings, cameraData, cloudModelData, false); return(parameters); }