コード例 #1
0
        public void DenoiseBufferDirectional(CommandBuffer cmd, HDCamera hdCamera,
                                             RTHandle noisySignal, RTHandle distanceSignal, RTHandle outputSignal,
                                             int kernelSize, Vector3 lightDir, float angularDiameter, bool singleChannel = true)
        {
            // Request the intermediate buffer we need
            RTHandle intermediateBuffer0 = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA3);

            // 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;

            // Convert the angular diameter of the directional light to radians (from degrees)
            float lightAngle = angularDiameter * Mathf.PI / 180.0f;
            float cameraFOV  = hdCamera.camera.fieldOfView * Mathf.PI / 180.0f;

            // Horizontal pass of the bilateral filter
            int m_KernelFilter = singleChannel ? m_BilateralFilterHSingleDirectionalKernel : m_BilateralFilterHColorDirectionalKernel;

            // Bind input uniforms
            cmd.SetComputeFloatParam(m_ShadowDenoiser, HDShaderIDs._DirectionalLightAngle, lightAngle);
            cmd.SetComputeIntParam(m_ShadowDenoiser, HDShaderIDs._DenoiserFilterRadius, kernelSize);
            cmd.SetComputeFloatParam(m_ShadowDenoiser, HDShaderIDs._CameraFOV, cameraFOV);

            // Bind Input Textures
            cmd.SetComputeTextureParam(m_ShadowDenoiser, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_ShadowDenoiser, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeTextureParam(m_ShadowDenoiser, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, noisySignal);
            cmd.SetComputeTextureParam(m_ShadowDenoiser, m_KernelFilter, HDShaderIDs._DistanceTexture, distanceSignal);

            // Bind output textures
            cmd.SetComputeTextureParam(m_ShadowDenoiser, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, intermediateBuffer0);

            // Do the Horizontal pass
            cmd.DispatchCompute(m_ShadowDenoiser, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            // Vertical pass of the bilateral filter
            m_KernelFilter = singleChannel ? m_BilateralFilterVSingleDirectionalKernel : m_BilateralFilterVColorDirectionalKernel;

            // Bind input uniforms
            cmd.SetComputeIntParam(m_ShadowDenoiser, HDShaderIDs._DenoiserFilterRadius, kernelSize);
            cmd.SetComputeFloatParam(m_ShadowDenoiser, HDShaderIDs._DirectionalLightAngle, lightAngle);
            cmd.SetComputeFloatParam(m_ShadowDenoiser, HDShaderIDs._CameraFOV, cameraFOV);

            // Bind Input Textures
            cmd.SetComputeTextureParam(m_ShadowDenoiser, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_ShadowDenoiser, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeTextureParam(m_ShadowDenoiser, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, intermediateBuffer0);
            cmd.SetComputeTextureParam(m_ShadowDenoiser, m_KernelFilter, HDShaderIDs._DistanceTexture, distanceSignal);

            // Bind output textures
            cmd.SetComputeTextureParam(m_ShadowDenoiser, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, outputSignal);

            // Do the Vertical pass
            cmd.DispatchCompute(m_ShadowDenoiser, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);
        }
コード例 #2
0
        // 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);
        }
コード例 #3
0
        public void DenoiseBufferDirectional(CommandBuffer cmd, HDCamera hdCamera,
                                             RTHandle noisyBuffer, RTHandle distanceBuffer, RTHandle outputBuffer,
                                             int kernelSize, float angularDiameter, bool singleChannel = true)
        {
            // Request the intermediate buffer we need
            RTHandle intermediateBuffer = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA3);

            DiffuseShadowDirectionalDenoiserParameters dsddParams    = PrepareDiffuseShadowDirectionalDenoiserParameters(hdCamera, angularDiameter, kernelSize, singleChannel);
            DiffuseShadowDirectionalDenoiserResources  dsddResources = PrepareDiffuseShadowDirectionalDenoiserResources(distanceBuffer, noisyBuffer, intermediateBuffer, outputBuffer);

            ExecuteDiffuseShadowDirectionalDenoiser(cmd, dsddParams, dsddResources);
        }
コード例 #4
0
        public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera, int maxKernelSize
                                  , RTHandle noisySignal, RTHandle historySignal
                                  , RTHandle outputSignal
                                  , float historyValidity = 1.0f)
        {
            // Texture dimensions
            int texWidth  = hdCamera.actualWidth;
            int texHeight = hdCamera.actualHeight;

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

            // Grab the ray traced reflection volume component
            var settings = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();

            // Request the intermediate buffers that we need
            RTHandle intermediateBuffer0 = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
            RTHandle intermediateBuffer1 = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

            // Apply a vectorized temporal filtering pass and store it back in the denoisebuffer0 with the analytic value in the third channel
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_TemporalAccumulationKernel, HDShaderIDs._DenoiseInputTexture, noisySignal);
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_TemporalAccumulationKernel, HDShaderIDs._HistoryBuffer, historySignal);
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_TemporalAccumulationKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_TemporalAccumulationKernel, HDShaderIDs._DenoiseOutputTextureRW, intermediateBuffer0);
            cmd.SetComputeFloatParam(m_ReflectionDenoiserCS, HDShaderIDs._HistoryValidity, historyValidity);
            cmd.DispatchCompute(m_ReflectionDenoiserCS, s_TemporalAccumulationKernel, numTilesX, numTilesY, hdCamera.viewCount);

            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_CopyHistoryKernel, HDShaderIDs._DenoiseInputTexture, intermediateBuffer0);
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_CopyHistoryKernel, HDShaderIDs._DenoiseOutputTextureRW, historySignal);
            cmd.DispatchCompute(m_ReflectionDenoiserCS, s_CopyHistoryKernel, numTilesX, numTilesY, hdCamera.viewCount);

            // Horizontal pass of the bilateral filter
            cmd.SetComputeIntParam(m_ReflectionDenoiserCS, HDShaderIDs._DenoiserFilterRadius, maxKernelSize);
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterHKernel, HDShaderIDs._DenoiseInputTexture, intermediateBuffer0);
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterHKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterHKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterHKernel, HDShaderIDs._DenoiseOutputTextureRW, intermediateBuffer1);
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterHKernel, HDShaderIDs._ReflectionFilterMapping, m_ReflectionFilterMapping);
            cmd.DispatchCompute(m_ReflectionDenoiserCS, s_BilateralFilterHKernel, numTilesX, numTilesY, hdCamera.viewCount);

            // Horizontal pass of the bilateral filter
            cmd.SetComputeIntParam(m_ReflectionDenoiserCS, HDShaderIDs._DenoiserFilterRadius, maxKernelSize);
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterVKernel, HDShaderIDs._DenoiseInputTexture, intermediateBuffer1);
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterVKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterVKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterVKernel, HDShaderIDs._DenoiseOutputTextureRW, outputSignal);
            cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterVKernel, HDShaderIDs._ReflectionFilterMapping, m_ReflectionFilterMapping);
            cmd.DispatchCompute(m_ReflectionDenoiserCS, s_BilateralFilterVKernel, numTilesX, numTilesY, hdCamera.viewCount);
        }
コード例 #5
0
        public void DenoiseBufferNoHistory(CommandBuffer cmd, HDCamera hdCamera, RTHandle noisyBuffer, RTHandle outputBuffer, int kernelSize, bool singleChannel = true)
        {
            // Request the intermediate buffers that we need
            RTHandle intermediateBuffer          = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA3);
            SimpleDenoiserParameters sdParams    = PrepareSimpleDenoiserParameters(hdCamera, singleChannel, kernelSize);
            SimpleDenoiserResources  sdResources = PrepareSimpleDenoiserResources(noisyBuffer, intermediateBuffer, outputBuffer);

            ExecuteSimpleDenoiser(cmd, sdParams, sdResources);
        }
コード例 #6
0
        public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera,
                                  RTHandle noisySignal,
                                  RTHandle outputSignal,
                                  float kernelSize,
                                  bool singleChannel        = true,
                                  bool halfResolutionFilter = false)
        {
            // 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 buffers that we need
            RTHandle intermediateBuffer0 = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);

            int m_KernelFilter = m_SimpleDenoiserCS.FindKernel(singleChannel ? "BilateralFilterSingle" : "BilateralFilterColor");

            cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledRGTexture, m_OwenScrambleRGBA);
            cmd.SetComputeFloatParam(m_SimpleDenoiserCS, HDShaderIDs._DenoiserFilterRadius, kernelSize);
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, noisySignal);
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, halfResolutionFilter ? intermediateBuffer0 : outputSignal);
            cmd.SetComputeIntParam(m_SimpleDenoiserCS, HDShaderIDs._HalfResolutionFilter, halfResolutionFilter ? 1 : 0);
            cmd.SetComputeFloatParam(m_SimpleDenoiserCS, HDShaderIDs._PixelSpreadAngleTangent, HDRenderPipeline.GetPixelSpreadTangent(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));
            cmd.DispatchCompute(m_SimpleDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            if (halfResolutionFilter)
            {
                m_KernelFilter = m_SimpleDenoiserCS.FindKernel(singleChannel ? "GatherSingle" : "GatherColor");
                cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, intermediateBuffer0);
                cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, outputSignal);
                cmd.DispatchCompute(m_SimpleDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);
            }
        }
コード例 #7
0
        public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera, RTHandle noisySignal, RTHandle historySignal, RTHandle outputSignal, int kernelSize, bool singleChannel = true, int slotIndex = -1)
        {
            // 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;

            int m_KernelFilter = 0;

            if (singleChannel)
            {
                if (slotIndex < 0)
                {
                    m_KernelFilter = m_SimpleDenoiserCS.FindKernel("TemporalAccumulationSingle");
                }
                else
                {
                    m_KernelFilter = m_SimpleDenoiserCS.FindKernel("TemporalAccumulationSingleArray");
                }
            }
            else
            {
                m_KernelFilter = m_SimpleDenoiserCS.FindKernel("TemporalAccumulationColor");
            }

            // Request the intermediate buffers that we need
            RTHandle intermediateBuffer0 = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
            RTHandle intermediateBuffer1 = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

            // Apply a vectorized temporal filtering pass and store it back in the denoisebuffer0 with the analytic value in the third channel
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, noisySignal);
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, historySignal);
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, intermediateBuffer0);
            cmd.SetComputeIntParam(m_SimpleDenoiserCS, HDShaderIDs._DenoisingHistorySlot, slotIndex);
            cmd.DispatchCompute(m_SimpleDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            // Output the new history
            if (slotIndex < 0)
            {
                m_KernelFilter = m_SimpleDenoiserCS.FindKernel(singleChannel ? "CopyHistorySingle" : "CopyHistoryColor");
            }
            else
            {
                m_KernelFilter = m_SimpleDenoiserCS.FindKernel(singleChannel ? "CopyHistorySingleArray" : "CopyHistoryColorArray");
            }
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, intermediateBuffer0);
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, historySignal);
            cmd.SetComputeIntParam(m_SimpleDenoiserCS, HDShaderIDs._DenoisingHistorySlot, slotIndex);
            cmd.DispatchCompute(m_SimpleDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            m_KernelFilter = m_SimpleDenoiserCS.FindKernel(singleChannel ? "BilateralFilterHSingle" : "BilateralFilterHColor");

            // Horizontal pass of the bilateral filter
            cmd.SetComputeIntParam(m_SimpleDenoiserCS, HDShaderIDs._DenoiserFilterRadius, kernelSize);
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, intermediateBuffer0);
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, intermediateBuffer1);
            cmd.DispatchCompute(m_SimpleDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);

            m_KernelFilter = m_SimpleDenoiserCS.FindKernel(singleChannel ? "BilateralFilterVSingle" : "BilateralFilterVColor");

            // Horizontal pass of the bilateral filter
            cmd.SetComputeIntParam(m_SimpleDenoiserCS, HDShaderIDs._DenoiserFilterRadius, kernelSize);
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, intermediateBuffer1);
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetComputeTextureParam(m_SimpleDenoiserCS, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, outputSignal);
            cmd.DispatchCompute(m_SimpleDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount);
        }