internal HDDiffuseShadowDenoiser GetDiffuseShadowDenoiser()
 {
     if (m_DiffuseShadowDenoiser == null)
     {
         m_DiffuseShadowDenoiser = new HDDiffuseShadowDenoiser();
         m_DiffuseShadowDenoiser.Init(m_Asset.renderPipelineRayTracingResources, sharedRTManager, this);
     }
     return(m_DiffuseShadowDenoiser);
 }
 internal HDDiffuseShadowDenoiser GetDiffuseShadowDenoiser()
 {
     if (m_DiffuseShadowDenoiser == null)
     {
         m_DiffuseShadowDenoiser = new HDDiffuseShadowDenoiser();
         m_DiffuseShadowDenoiser.Init(m_GlobalSettings.renderPipelineRayTracingResources);
     }
     return(m_DiffuseShadowDenoiser);
 }
Exemple #3
0
        TextureHandle DenoiseDirectionalScreenSpaceShadow(RenderGraph renderGraph, HDCamera hdCamera,
                                                          TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle motionVetorsBuffer,
                                                          TextureHandle noisyBuffer, TextureHandle velocityBuffer, TextureHandle distanceBuffer)
        {
            // Is the history still valid?
            int   dirShadowIndex  = m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex & (int)LightDefinitions.s_ScreenSpaceShadowIndexMask;
            float historyValidity = EvaluateHistoryValidityDirectionalShadow(hdCamera, dirShadowIndex, m_CurrentSunLightAdditionalLightData);

            // Grab the history buffers for shadows
            RTHandle shadowHistoryArray         = RequestShadowHistoryBuffer(hdCamera);
            RTHandle shadowHistoryDistanceArray = RequestShadowHistoryDistanceBuffer(hdCamera);
            RTHandle shadowHistoryValidityArray = RequestShadowHistoryValidityBuffer(hdCamera);

            // Evaluate the slot of the directional light (given that it may be a color shadow, we need to use the mask to get the actual slot indices)
            GetShadowChannelMask(dirShadowIndex, m_CurrentSunLightAdditionalLightData.colorShadow ? ScreenSpaceShadowType.Color : ScreenSpaceShadowType.GrayScale, ref m_ShadowChannelMask0);
            GetShadowChannelMask(dirShadowIndex, ScreenSpaceShadowType.GrayScale, ref m_ShadowChannelMask1);

            // Apply the temporal denoiser
            HDTemporalFilter temporalFilter = GetTemporalFilter();

            HDTemporalFilter.TemporalDenoiserArrayOutputData temporalFilterResult = temporalFilter.DenoiseBuffer(renderGraph, hdCamera,
                                                                                                                 depthBuffer, normalBuffer, motionVetorsBuffer,
                                                                                                                 noisyBuffer, shadowHistoryArray,
                                                                                                                 distanceBuffer, shadowHistoryDistanceArray,
                                                                                                                 velocityBuffer,
                                                                                                                 shadowHistoryValidityArray,
                                                                                                                 dirShadowIndex / 4, m_ShadowChannelMask0, m_ShadowChannelMask1,
                                                                                                                 true, !m_CurrentSunLightAdditionalLightData.colorShadow, historyValidity);

            // Apply the spatial denoiser
            HDDiffuseShadowDenoiser shadowDenoiser = GetDiffuseShadowDenoiser();
            TextureHandle           denoisedBuffer = shadowDenoiser.DenoiseBufferDirectional(renderGraph, hdCamera,
                                                                                             depthBuffer, normalBuffer,
                                                                                             temporalFilterResult.outputSignal, temporalFilterResult.outputSignalDistance,
                                                                                             m_CurrentSunLightAdditionalLightData.filterSizeTraced, m_CurrentSunLightAdditionalLightData.angularDiameter * 0.5f, !m_CurrentSunLightAdditionalLightData.colorShadow);

            // Now that we have overriden this history, mark is as used by this light
            hdCamera.PropagateShadowHistory(m_CurrentSunLightAdditionalLightData, dirShadowIndex, GPULightType.Directional);

            return(denoisedBuffer);
        }
Exemple #4
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        void DenoiseDirectionalScreenSpaceShadow(CommandBuffer cmd, HDCamera hdCamera, RTHandle velocityBuffer, RTHandle distanceBuffer, RTHandle inoutBuffer)
        {
            RTHandle intermediateBuffer         = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);
            RTHandle intermediateDistanceBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.RG0);
            // Is the history still valid?
            int   dirShadowIndex  = m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex & (int)LightDefinitions.s_ScreenSpaceShadowIndexMask;
            float historyValidity = EvaluateHistoryValidityDirectionalShadow(hdCamera, dirShadowIndex, m_CurrentSunLightAdditionalLightData);

            // Grab the history buffers for shadows
            RTHandle shadowHistoryArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistory)
                                          ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistory, ShadowHistoryBufferAllocatorFunction, 1);
            RTHandle shadowHistoryValidityArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistoryValidity)
                                                  ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistoryValidity, ShadowHistoryValidityBufferAllocatorFunction, 1);
            RTHandle shadowHistoryDistanceArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowDistanceValidity)
                                                  ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowDistanceValidity, ShadowHistoryDistanceBufferAllocatorFunction, 1);

            // Grab the slot of the directional light (given that it may be a color shadow, we need to use the mask to get the actual slot index)
            GetShadowChannelMask(dirShadowIndex, m_CurrentSunLightAdditionalLightData.colorShadow ? ScreenSpaceShadowType.Color : ScreenSpaceShadowType.GrayScale, ref m_ShadowChannelMask0);
            GetShadowChannelMask(dirShadowIndex, ScreenSpaceShadowType.GrayScale, ref m_ShadowChannelMask1);

            // Apply the temporal denoiser
            HDTemporalFilter temporalFilter = GetTemporalFilter();

            temporalFilter.DenoiseBuffer(cmd, hdCamera, inoutBuffer, shadowHistoryArray,
                                         shadowHistoryValidityArray,
                                         velocityBuffer,
                                         intermediateBuffer,
                                         dirShadowIndex / 4, m_ShadowChannelMask0,
                                         distanceBuffer, shadowHistoryDistanceArray, intermediateDistanceBuffer, m_ShadowChannelMask1,
                                         singleChannel: !m_CurrentSunLightAdditionalLightData.colorShadow, historyValidity: historyValidity);

            // Apply the spatial denoiser
            HDDiffuseShadowDenoiser shadowDenoiser = GetDiffuseShadowDenoiser();

            shadowDenoiser.DenoiseBufferDirectional(cmd, hdCamera, intermediateBuffer, intermediateDistanceBuffer, inoutBuffer, m_CurrentSunLightAdditionalLightData.filterSizeTraced, m_CurrentSunLightAdditionalLightData.angularDiameter * 0.5f, singleChannel: !m_CurrentSunLightAdditionalLightData.colorShadow);

            // Now that we have overriden this history, mark is as used by this light
            hdCamera.PropagateShadowHistory(m_CurrentSunLightAdditionalLightData, dirShadowIndex, GPULightType.Directional);
        }