public void InitSSSBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings) { // TODO: For MSAA, at least initially, we can only support Jimenez, because we can't create MSAA + UAV render targets. if (settings.supportForwardOnly) { // In case of full forward we must allocate the render target for forward SSS (or reuse one already existing) // TODO: Provide a way to reuse a render target m_ColorMRTs[0] = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: true, name: "SSSBuffer"); m_ExternalBuffer[0] = false; } else { // In case of deferred, we must be in sync with SubsurfaceScattering.hlsl and lit.hlsl files and setup the correct buffers m_ColorMRTs[0] = gbufferManager.GetBuffer(0); // Note: This buffer must be sRGB (which is the case with Lit.shader) m_ExternalBuffer[0] = true; } if (ShaderConfig.k_UseDisneySSS == 0 || NeedTemporarySubsurfaceBuffer()) { // Caution: must be same format as m_CameraSssDiffuseLightingBuffer m_CameraFilteringBuffer = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.RGB111110Float, sRGB: false, enableRandomWrite: true, enableMSAA: true, name: "SSSCameraFiltering"); // Enable UAV } // We use 8x8 tiles in order to match the native GCN HTile as closely as possible. m_HTile = RTHandles.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true, name: "SSSHtile"); // Enable UAV }
public void InitNormalBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings) { if (settings.supportOnlyForward) { // In case of full forward we must allocate the render target for normal buffer (or reuse one already existing) // TODO: Provide a way to reuse a render target m_ColorMRTs[0] = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: false, name: "NormalBuffer"); m_ExternalBuffer[0] = false; } else { // In case of deferred, we must be in sync with NormalBuffer.hlsl and lit.hlsl files and setup the correct buffers m_ColorMRTs[0] = gbufferManager.GetBuffer(1); // Normal + Roughness is GBuffer(1) m_ExternalBuffer[0] = true; } }
public bool RenderIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, uint frameCount) { // Bind the indirect diffuse texture BindIndirectDiffuseTexture(cmd); // First thing to check is: Do we have a valid ray-tracing environment? HDRaytracingEnvironment rtEnvironement = m_RaytracingManager.CurrentEnvironment(); RaytracingShader indirectDiffuseShader = m_PipelineAsset.renderPipelineResources.shaders.indirectDiffuseRaytracing; ComputeShader indirectDiffuseAccumulation = m_PipelineAsset.renderPipelineResources.shaders.indirectDiffuseAccumulation; bool invalidState = rtEnvironement == null || !rtEnvironement.raytracedIndirectDiffuse || indirectDiffuseShader == null || indirectDiffuseAccumulation == null || m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null; // If no acceleration structure available, end it now if (!ValidIndirectDiffuseState()) { return(false); } // Grab the acceleration structures and the light cluster to use RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironement.indirectDiffuseLayerMask); HDRaytracingLightCluster lightCluster = m_RaytracingManager.RequestLightCluster(rtEnvironement.indirectDiffuseLayerMask); // Compute the actual resolution that is needed base on the quality string targetRayGen = m_RayGenIndirectDiffuseName; // Define the shader pass to use for the indirect diffuse pass cmd.SetRaytracingShaderPass(indirectDiffuseShader, "IndirectDXR"); // Set the acceleration structure for the pass cmd.SetRaytracingAccelerationStructure(indirectDiffuseShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Inject the ray-tracing sampling data cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex); cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex); // Inject the ray generation data cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias); cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, rtEnvironement.indirectDiffuseRayLength); cmd.SetRaytracingIntParams(indirectDiffuseShader, HDShaderIDs._RaytracingNumSamples, rtEnvironement.indirectDiffuseNumSamples); int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8; cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex); // Set the data for the ray generation cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._IndirectDiffuseTextureRW, m_IndirectDiffuseTexture); cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); // Set the indirect diffuse parameters cmd.SetRaytracingFloatParams(indirectDiffuseShader, HDShaderIDs._RaytracingIntensityClamp, rtEnvironement.indirectDiffuseClampValue); // Set ray count tex cmd.SetRaytracingIntParam(indirectDiffuseShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled()); cmd.SetRaytracingTextureParam(indirectDiffuseShader, targetRayGen, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture); // Compute the pixel spread value float pixelSpreadAngle = Mathf.Atan(2.0f * Mathf.Tan(hdCamera.camera.fieldOfView * Mathf.PI / 360.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight)); cmd.SetRaytracingFloatParam(indirectDiffuseShader, HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle); // LightLoop data cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster()); cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas()); cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos()); cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos()); cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, rtEnvironement.maxNumLightsPercell); cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount()); cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount()); // Set the data for the ray miss cmd.SetRaytracingTextureParam(indirectDiffuseShader, m_MissShaderName, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection); // Compute the actual resolution that is needed base on the quality int widthResolution = hdCamera.actualWidth; int heightResolution = hdCamera.actualHeight; // Run the calculus CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", true); cmd.DispatchRays(indirectDiffuseShader, targetRayGen, (uint)widthResolution, (uint)heightResolution, 1); CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false); switch (rtEnvironement.indirectDiffuseFilterMode) { case HDRaytracingEnvironment.IndirectDiffuseFilterMode.SpatioTemporal: { // Grab the history buffer RTHandleSystem.RTHandle indirectDiffuseHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuse) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuse, IndirectDiffuseHistoryBufferAllocatorFunction, 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 = indirectDiffuseAccumulation.FindKernel("RaytracingIndirectDiffuseTAA"); // Compute the combined TAA frame var historyScale = new Vector2(hdCamera.actualWidth / (float)indirectDiffuseHistory.rt.width, hdCamera.actualHeight / (float)indirectDiffuseHistory.rt.height); cmd.SetComputeVectorParam(indirectDiffuseAccumulation, HDShaderIDs._ScreenToTargetScaleHistory, historyScale); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, m_IndirectDiffuseTexture); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer0); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._IndirectDiffuseHistorybufferRW, indirectDiffuseHistory); cmd.DispatchCompute(indirectDiffuseAccumulation, m_KernelFilter, numTilesX, numTilesY, 1); // Output the new history HDUtils.BlitCameraTexture(cmd, hdCamera, m_DenoiseBuffer0, indirectDiffuseHistory); m_KernelFilter = indirectDiffuseAccumulation.FindKernel("IndirectDiffuseFilterH"); // Horizontal pass of the bilateral filter cmd.SetComputeIntParam(indirectDiffuseAccumulation, HDShaderIDs._RaytracingDenoiseRadius, rtEnvironement.indirectDiffuseFilterRadius); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, indirectDiffuseHistory); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer0); cmd.DispatchCompute(indirectDiffuseAccumulation, m_KernelFilter, numTilesX, numTilesY, 1); m_KernelFilter = indirectDiffuseAccumulation.FindKernel("IndirectDiffuseFilterV"); // Horizontal pass of the bilateral filter cmd.SetComputeIntParam(indirectDiffuseAccumulation, HDShaderIDs._RaytracingDenoiseRadius, rtEnvironement.indirectDiffuseFilterRadius); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer0); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, m_KernelFilter, HDShaderIDs._DenoiseOutputTextureRW, m_IndirectDiffuseTexture); cmd.DispatchCompute(indirectDiffuseAccumulation, m_KernelFilter, numTilesX, numTilesY, 1); } break; } // If we are in deferred mode, we need to make sure to add the indirect diffuse (that we intentionally ignored during the gbuffer pass) // Note that this discards the texture/object ambient occlusion. But we consider that okay given that the raytraced indirect diffuse // is a physically correct evaluation of that quantity if (hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred) { int indirectDiffuseKernel = indirectDiffuseAccumulation.FindKernel("IndirectDiffuseAccumulation"); // Bind the source texture cmd.SetComputeTextureParam(indirectDiffuseAccumulation, indirectDiffuseKernel, HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseTexture); // Bind the output texture cmd.SetComputeTextureParam(indirectDiffuseAccumulation, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[0], m_GBufferManager.GetBuffer(0)); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[3], m_GBufferManager.GetBuffer(3)); // Evaluate the dispatch parameters int areaTileSize = 8; int numTilesX = (widthResolution + (areaTileSize - 1)) / areaTileSize; int numTilesY = (heightResolution + (areaTileSize - 1)) / areaTileSize; // Add the indirect diffuse to the gbuffer cmd.DispatchCompute(indirectDiffuseAccumulation, indirectDiffuseKernel, numTilesX, numTilesY, 1); } return(true); }
public bool RenderIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount) { // Bind the indirect diffuse texture BindIndirectDiffuseTexture(cmd); // First thing to check is: Do we have a valid ray-tracing environment? HDRaytracingEnvironment rtEnvironment = m_RaytracingManager.CurrentEnvironment(); RayTracingShader indirectDiffuseShader = m_PipelineAsset.renderPipelineRayTracingResources.indirectDiffuseRaytracing; ComputeShader indirectDiffuseAccumulation = m_PipelineAsset.renderPipelineRayTracingResources.indirectDiffuseAccumulation; var settings = VolumeManager.instance.stack.GetComponent <GlobalIllumination>(); var lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>(); bool invalidState = rtEnvironment == null || !settings.enableRayTracing.value || indirectDiffuseShader == null || indirectDiffuseAccumulation == null || m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null; // If no acceleration structure available, end it now if (invalidState) { return(false); } // Grab the acceleration structures and the light cluster to use RayTracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironment.indirectDiffuseLayerMask); HDRaytracingLightCluster lightCluster = m_RaytracingManager.RequestLightCluster(rtEnvironment.indirectDiffuseLayerMask); // Compute the actual resolution that is needed base on the quality string targetRayGen = m_RayGenIndirectDiffuseName; // Define the shader pass to use for the indirect diffuse pass cmd.SetRayTracingShaderPass(indirectDiffuseShader, "IndirectDXR"); // Set the acceleration structure for the pass cmd.SetRayTracingAccelerationStructure(indirectDiffuseShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Inject the ray-tracing sampling data cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex); // Inject the ray generation data cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias); cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, settings.rayLength.value); cmd.SetRayTracingIntParams(indirectDiffuseShader, HDShaderIDs._RaytracingNumSamples, settings.numSamples.value); int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8; cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex); // Set the data for the ray generation cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._IndirectDiffuseTextureRW, m_IndirectDiffuseTexture); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); // Set the indirect diffuse parameters cmd.SetRayTracingFloatParams(indirectDiffuseShader, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value); // Set ray count texture cmd.SetRayTracingIntParam(indirectDiffuseShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled()); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture); // Compute the pixel spread value float pixelSpreadAngle = Mathf.Atan(2.0f * Mathf.Tan(hdCamera.camera.fieldOfView * Mathf.PI / 360.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight)); cmd.SetRayTracingFloatParam(indirectDiffuseShader, HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle); // LightLoop data cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster()); cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas()); cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos()); cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos()); cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, lightClusterSettings.maxNumLightsPercell.value); cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount()); cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount()); // Set the data for the ray miss cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection); // Compute the actual resolution that is needed base on the quality int widthResolution = hdCamera.actualWidth; int heightResolution = hdCamera.actualHeight; // Run the computation CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", true); cmd.DispatchRays(indirectDiffuseShader, targetRayGen, (uint)widthResolution, (uint)heightResolution, 1); CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false); if (settings.enableFilter.value) { // Grab the history buffer RTHandleSystem.RTHandle indirectDiffuseHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuse) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuse, IndirectDiffuseHistoryBufferAllocatorFunction, 1); HDSimpleDenoiser simpleDenoiser = m_RaytracingManager.GetSimpleDenoiser(); simpleDenoiser.DenoiseBuffer(cmd, hdCamera, m_IndirectDiffuseTexture, indirectDiffuseHistory, m_DenoiseBuffer0, settings.filterRadius.value, singleChannel: false); HDUtils.BlitCameraTexture(cmd, m_DenoiseBuffer0, m_IndirectDiffuseTexture); } // If we are in deferred mode, we need to make sure to add the indirect diffuse (that we intentionally ignored during the GBuffer pass) // Note that this discards the texture/object ambient occlusion. But we consider that okay given that the ray traced indirect diffuse // is a physically correct evaluation of that quantity if (hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred) { int indirectDiffuseKernel = indirectDiffuseAccumulation.FindKernel("IndirectDiffuseAccumulation"); // Bind the source texture cmd.SetComputeTextureParam(indirectDiffuseAccumulation, indirectDiffuseKernel, HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseTexture); // Bind the output texture cmd.SetComputeTextureParam(indirectDiffuseAccumulation, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[0], m_GBufferManager.GetBuffer(0)); cmd.SetComputeTextureParam(indirectDiffuseAccumulation, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[3], m_GBufferManager.GetBuffer(3)); // Evaluate the dispatch parameters int areaTileSize = 8; int numTilesX = (widthResolution + (areaTileSize - 1)) / areaTileSize; int numTilesY = (heightResolution + (areaTileSize - 1)) / areaTileSize; // Add the indirect diffuse to the GBuffer cmd.DispatchCompute(indirectDiffuseAccumulation, indirectDiffuseKernel, numTilesX, numTilesY, 1); } (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, m_IndirectDiffuseTexture, FullScreenDebugMode.IndirectDiffuse); return(true); }
public bool RenderAreaShadows(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, uint frameCount) { // NOTE: Here we cannot clear the area shadow texture because it is a texture array. So we need to bind it and make sure no material will try to read it in the shaders BindShadowTexture(cmd); // Let's check all the resources and states to see if we should render the effect HDRaytracingEnvironment rtEnvironement = m_RaytracingManager.CurrentEnvironment(); RaytracingShader shadowRaytrace = m_PipelineAsset.renderPipelineResources.shaders.areaShadowsRaytracingRT; ComputeShader shadowsCompute = m_PipelineAsset.renderPipelineResources.shaders.areaShadowRaytracingCS; ComputeShader shadowFilter = m_PipelineAsset.renderPipelineResources.shaders.areaShadowFilterCS; // Make sure everything is valid bool invalidState = rtEnvironement == null || rtEnvironement.raytracedShadows == false || hdCamera.frameSettings.litShaderMode != LitShaderMode.Deferred || shadowRaytrace == null || shadowsCompute == null || shadowFilter == null || m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null; // If invalid state or ray-tracing acceleration structure, we stop right away if (invalidState) { return(false); } // Grab the TAA history buffers (SN/UN and Analytic value) RTHandleSystem.RTHandle areaShadowHistoryArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAreaShadow) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAreaShadow, AreaShadowHistoryBufferAllocatorFunction, 1); RTHandleSystem.RTHandle areaAnalyticHistoryArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAreaAnalytic) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAreaAnalytic, AreaAnalyticHistoryBufferAllocatorFunction, 1); // Grab the acceleration structure for the target camera RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironement.shadowLayerMask); // Define the shader pass to use for the reflection pass cmd.SetRaytracingShaderPass(shadowRaytrace, "VisibilityDXR"); // Set the acceleration structure for the pass cmd.SetRaytracingAccelerationStructure(shadowRaytrace, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Inject the ray-tracing sampling data cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex); cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex); int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8; cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex); // Grab the Filtering Kernels int copyTAAHistoryKernel = shadowFilter.FindKernel("AreaShadowCopyTAAHistory"); int applyTAAKernel = shadowFilter.FindKernel("AreaShadowApplyTAA"); int updateAnalyticHistory = shadowFilter.FindKernel("AreaAnalyticHistoryUpdate"); int estimateNoiseKernel = shadowFilter.FindKernel("AreaShadowEstimateNoise"); int firstDenoiseKernel = shadowFilter.FindKernel("AreaShadowDenoiseFirstPass"); int secondDenoiseKernel = shadowFilter.FindKernel("AreaShadowDenoiseSecondPass"); // 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; // Inject the ray generation data cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias); int numLights = m_LightLoop.m_lightList.lights.Count; for (int lightIdx = 0; lightIdx < numLights; ++lightIdx) { // If this is not a rectangular area light or it won't have shadows, skip it if (m_LightLoop.m_lightList.lights[lightIdx].lightType != GPULightType.Rectangle || m_LightLoop.m_lightList.lights[lightIdx].rayTracedAreaShadowIndex == -1) { continue; } using (new ProfilingSample(cmd, "Raytrace Area Shadow", CustomSamplerId.RaytracingShadowIntegration.GetSampler())) { LightData currentLight = m_LightLoop.m_lightList.lights[lightIdx]; // We need to build the world to area light matrix worldToLocalArea.SetColumn(0, currentLight.right); worldToLocalArea.SetColumn(1, currentLight.up); worldToLocalArea.SetColumn(2, currentLight.forward); // Compensate the relative rendering if active Vector3 lightPositionWS = currentLight.positionRWS; if (ShaderConfig.s_CameraRelativeRendering != 0) { lightPositionWS += hdCamera.camera.transform.position; } worldToLocalArea.SetColumn(3, lightPositionWS); worldToLocalArea.m33 = 1.0f; worldToLocalArea = worldToLocalArea.inverse; // 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 if (rtEnvironement.splitIntegration) { int shadowComputeKernel = shadowsCompute.FindKernel("RaytracingAreaShadowPrepass"); // This pass evaluates the analytic value and the generates and outputs the first sample cmd.SetComputeBufferParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._LightDatas, m_LightLoop.lightDatas); cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingTargetAreaLight, lightIdx); cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingNumSamples, rtEnvironement.shadowNumSamples); cmd.SetComputeMatrixParam(shadowsCompute, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0)); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1)); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2)); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3)); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AreaCookieTextures, m_LightLoop.areaLightCookieManager.GetTexCache()); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer); cmd.DispatchCompute(shadowsCompute, shadowComputeKernel, numTilesX, numTilesY, 1); // This pass will use the previously generated sample and add it to the integration buffer cmd.SetRaytracingBufferParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._LightDatas, m_LightLoop.lightDatas); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer); cmd.DispatchRays(shadowRaytrace, m_RayGenShadowSingleName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1); // Let's do the following samples (if any) for (int sampleIndex = 1; sampleIndex < rtEnvironement.shadowNumSamples; ++sampleIndex) { shadowComputeKernel = shadowsCompute.FindKernel("RaytracingAreaShadowNewSample"); // This pass generates a new sample based on the initial pre-pass cmd.SetComputeBufferParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._LightDatas, m_LightLoop.lightDatas); cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingTargetAreaLight, lightIdx); cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingNumSamples, rtEnvironement.shadowNumSamples); cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingSampleIndex, sampleIndex); cmd.SetComputeMatrixParam(shadowsCompute, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0)); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1)); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2)); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3)); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AreaCookieTextures, m_LightLoop.areaLightCookieManager.GetTexCache()); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer); cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer); cmd.DispatchCompute(shadowsCompute, shadowComputeKernel, numTilesX, numTilesY, 1); // This pass will use the previously generated sample and add it to the integration buffer cmd.SetRaytracingBufferParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._LightDatas, m_LightLoop.lightDatas); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracedAreaShadowSample, m_DenoiseBuffer1); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShadowSingleName, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer); cmd.DispatchRays(shadowRaytrace, m_RayGenShadowSingleName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1); } } else { // This pass generates the analytic value and will do the full integration cmd.SetRaytracingBufferParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._LightDatas, m_LightLoop.lightDatas); cmd.SetRaytracingIntParam(shadowRaytrace, HDShaderIDs._RaytracingTargetAreaLight, lightIdx); cmd.SetRaytracingIntParam(shadowRaytrace, HDShaderIDs._RaytracingNumSamples, rtEnvironement.shadowNumSamples); cmd.SetRaytracingMatrixParam(shadowRaytrace, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0)); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1)); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2)); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3)); cmd.SetRaytracingIntParam(shadowRaytrace, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled()); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._AreaCookieTextures, m_LightLoop.areaLightCookieManager.GetTexCache()); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer); cmd.SetRaytracingTextureParam(shadowRaytrace, m_RayGenShaderName, HDShaderIDs._RaytracedAreaShadowIntegration, m_DenoiseBuffer0); cmd.DispatchRays(shadowRaytrace, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1); } } using (new ProfilingSample(cmd, "Combine Area Shadow", CustomSamplerId.RaytracingShadowCombination.GetSampler())) { // Global parameters cmd.SetComputeIntParam(shadowFilter, HDShaderIDs._RaytracingDenoiseRadius, rtEnvironement.shadowFilterRadius); cmd.SetComputeIntParam(shadowFilter, HDShaderIDs._RaytracingShadowSlot, m_LightLoop.m_lightList.lights[lightIdx].rayTracedAreaShadowIndex); // Given that we can't read and write into the same buffer, we store the current frame value and the history in the denoisebuffer1 cmd.SetComputeTextureParam(shadowFilter, copyTAAHistoryKernel, HDShaderIDs._AreaShadowHistoryRW, areaShadowHistoryArray); cmd.SetComputeTextureParam(shadowFilter, copyTAAHistoryKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer0); cmd.SetComputeTextureParam(shadowFilter, copyTAAHistoryKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer1); cmd.DispatchCompute(shadowFilter, copyTAAHistoryKernel, numTilesX, numTilesY, 1); // Apply a vectorized temporal filtering pass and store it back in the denoisebuffer0 with the analytic value in the third channel var historyScale = new Vector2(hdCamera.actualWidth / (float)areaShadowHistoryArray.rt.width, hdCamera.actualHeight / (float)areaShadowHistoryArray.rt.height); cmd.SetComputeVectorParam(shadowFilter, HDShaderIDs._ScreenToTargetScaleHistory, historyScale); cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer); cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._AnalyticHistoryBuffer, areaAnalyticHistoryArray); cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer1); cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer0); cmd.SetComputeTextureParam(shadowFilter, applyTAAKernel, HDShaderIDs._AreaShadowHistoryRW, areaShadowHistoryArray); cmd.DispatchCompute(shadowFilter, applyTAAKernel, numTilesX, numTilesY, 1); // Now that we do not need it anymore, update the anyltic history cmd.SetComputeTextureParam(shadowFilter, updateAnalyticHistory, HDShaderIDs._AnalyticHistoryBuffer, areaAnalyticHistoryArray); cmd.SetComputeTextureParam(shadowFilter, updateAnalyticHistory, HDShaderIDs._AnalyticProbBuffer, m_AnalyticProbBuffer); cmd.DispatchCompute(shadowFilter, updateAnalyticHistory, numTilesX, numTilesY, 1); if (rtEnvironement.shadowFilterRadius > 0) { // Inject parameters for noise estimation cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex); // Noise estimation pre-pass cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer0); cmd.SetComputeTextureParam(shadowFilter, estimateNoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer1); cmd.DispatchCompute(shadowFilter, estimateNoiseKernel, numTilesX, numTilesY, 1); // Reinject parameters for denoising cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._AreaShadowTextureRW, m_AreaShadowTextureArray); // First denoising pass cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer1); cmd.SetComputeTextureParam(shadowFilter, firstDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer0); cmd.DispatchCompute(shadowFilter, firstDenoiseKernel, numTilesX, numTilesY, 1); } // Reinject parameters for denoising cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._AreaShadowTextureRW, m_AreaShadowTextureArray); // Second (and final) denoising pass cmd.SetComputeTextureParam(shadowFilter, secondDenoiseKernel, HDShaderIDs._DenoiseInputTexture, m_DenoiseBuffer0); cmd.DispatchCompute(shadowFilter, secondDenoiseKernel, numTilesX, numTilesY, 1); } } // If this is the right debug mode and we have at least one light, write the first shadow to the denoise texture HDRenderPipeline hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline); if (FullScreenDebugMode.RaytracedAreaShadow == hdrp.m_CurrentDebugDisplaySettings.data.fullScreenDebugMode && numLights > 0) { int targetKernel = shadowFilter.FindKernel("WriteShadowTextureDebug"); cmd.SetComputeIntParam(shadowFilter, HDShaderIDs._RaytracingShadowSlot, 0); cmd.SetComputeTextureParam(shadowFilter, targetKernel, HDShaderIDs._AreaShadowTextureRW, m_AreaShadowTextureArray); cmd.SetComputeTextureParam(shadowFilter, targetKernel, HDShaderIDs._DenoiseOutputTextureRW, m_DenoiseBuffer0); cmd.DispatchCompute(shadowFilter, targetKernel, numTilesX, numTilesY, 1); hdrp.PushFullScreenDebugTexture(hdCamera, cmd, m_DenoiseBuffer0, FullScreenDebugMode.RaytracedAreaShadow); } return(true); }
public bool RenderAreaShadows(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, uint frameCount) { // NOTE: Here we cannot clear the area shadow texture because it is a texture array. So we need to bind it and make sure no material will try to read it in the shaders BindShadowTexture(cmd); // Let's check all the resources and states to see if we should render the effect HDRaytracingEnvironment rtEnvironement = m_RaytracingManager.CurrentEnvironment(); RaytracingShader shadowsShader = m_PipelineAsset.renderPipelineResources.shaders.shadowsRaytracing; ComputeShader bilateralFilter = m_PipelineAsset.renderPipelineResources.shaders.areaBillateralFilterCS; bool invalidState = rtEnvironement == null || !rtEnvironement.raytracedShadows || hdCamera.frameSettings.litShaderMode != LitShaderMode.Deferred || shadowsShader == null || bilateralFilter == null || m_PipelineResources.textures.owenScrambledTex == null || m_PipelineResources.textures.scramblingTex == null; // If invalid state or ray-tracing acceleration structure, we stop right away if (invalidState) { return(false); } // Grab the acceleration structure for the target camera RaytracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironement.shadowLayerMask); // Define the shader pass to use for the reflection pass cmd.SetRaytracingShaderPass(shadowsShader, "VisibilityDXR"); // Set the acceleration structure for the pass cmd.SetRaytracingAccelerationStructure(shadowsShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Inject the ray-tracing sampling data cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambledTex); cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex); int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8; cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex); // Inject the ray generation data cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironement.rayBias); int numLights = m_LightLoop.m_lightList.lights.Count; for (int lightIdx = 0; lightIdx < numLights; ++lightIdx) { // If this is not a rectangular area light or it won't have shadows, skip it if (m_LightLoop.m_lightList.lights[lightIdx].lightType != GPULightType.Rectangle || m_LightLoop.m_lightList.lights[lightIdx].rayTracedAreaShadowIndex == -1) { continue; } using (new ProfilingSample(cmd, "Raytrace Area Shadow", CustomSamplerId.RaytracingShadowIntegration.GetSampler())) { LightData currentLight = m_LightLoop.m_lightList.lights[lightIdx]; // We need to build the world to area light matrix worldToLocalArea.SetColumn(0, currentLight.right); worldToLocalArea.SetColumn(1, currentLight.up); worldToLocalArea.SetColumn(2, currentLight.forward); // Compensate the relative rendering if active Vector3 lightPositionWS = currentLight.positionRWS; if (ShaderConfig.s_CameraRelativeRendering != 0) { lightPositionWS += hdCamera.camera.transform.position; } worldToLocalArea.SetColumn(3, lightPositionWS); worldToLocalArea.m33 = 1.0f; worldToLocalArea = worldToLocalArea.inverse; // Inject the light data cmd.SetRaytracingBufferParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._LightDatas, m_LightLoop.lightDatas); cmd.SetRaytracingIntParam(shadowsShader, HDShaderIDs._RaytracingTargetAreaLight, lightIdx); cmd.SetRaytracingIntParam(shadowsShader, HDShaderIDs._RaytracingNumSamples, rtEnvironement.shadowNumSamples); cmd.SetRaytracingMatrixParam(shadowsShader, HDShaderIDs._RaytracingAreaWorldToLocal, worldToLocalArea); // Set the data for the ray generation cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0)); cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1)); cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2)); cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3)); cmd.SetRaytracingIntParam(shadowsShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled()); cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture); // Set the output textures cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, _SNBuffer, m_SNBuffer); cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, _UNBuffer, m_UNBuffer); cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, _UBuffer, m_UBuffer); // Bind the area cookie textures to the raytracing shader cmd.SetRaytracingTextureParam(shadowsShader, m_RayGenShaderName, HDShaderIDs._AreaCookieTextures, m_LightLoop.areaLightCookieManager.GetTexCache()); // Run the shadow evaluation cmd.DispatchRays(shadowsShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1); } using (new ProfilingSample(cmd, "Combine Area Shadow", CustomSamplerId.RaytracingShadowCombination.GetSampler())) { // Fetch the filter kernel m_KernelFilter = bilateralFilter.FindKernel("AreaBilateralShadow"); // Inject all the parameters for the compute cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, _SNBuffer, m_SNBuffer); cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, _UNBuffer, m_UNBuffer); cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeIntParam(bilateralFilter, _DenoiseRadius, rtEnvironement.shadowFilterRadius); cmd.SetComputeFloatParam(bilateralFilter, _GaussianSigma, rtEnvironement.shadowFilterSigma); cmd.SetComputeIntParam(bilateralFilter, HDShaderIDs._RaytracingShadowSlot, m_LightLoop.m_lightList.lights[lightIdx].rayTracedAreaShadowIndex); // Set the output slot cmd.SetComputeTextureParam(bilateralFilter, m_KernelFilter, HDShaderIDs._AreaShadowTextureRW, m_AreaShadowTextureArray); // Texture dimensions int texWidth = m_AreaShadowTextureArray.rt.width; int texHeight = m_AreaShadowTextureArray.rt.width; // Evaluate the dispatch parameters int areaTileSize = 8; int numTilesX = (texWidth + (areaTileSize - 1)) / areaTileSize; int numTilesY = (texHeight + (areaTileSize - 1)) / areaTileSize; // Compute the texture cmd.DispatchCompute(bilateralFilter, m_KernelFilter, numTilesX, numTilesY, 1); } } return(true); }
public void RenderRaytracingDeferredLighting(CommandBuffer cmd, HDCamera hdCamera, HDRaytracingEnvironment rtEnvironment, RTHandle directionBuffer, bool rayBinning, LayerMask layerMask, float maxRayLength, RTHandle outputBuffer, bool disableSpecularLighting = false, bool halfResolution = false) { ComputeShader rayBinningCS = m_Asset.renderPipelineRayTracingResources.rayBinningCS; RayTracingShader gBufferRaytracingRT = m_Asset.renderPipelineRayTracingResources.gBufferRaytracingRT; ComputeShader deferredRaytracingCS = m_Asset.renderPipelineRayTracingResources.deferredRaytracingCS; // Texture dimensions int texWidth = hdCamera.actualWidth; int texHeight = hdCamera.actualHeight; if (halfResolution) { texWidth /= 2; texHeight /= 2; } // Evaluate the dispatch parameters int rayTileSize = 16; int numTilesRayBinX = (texWidth + (rayTileSize - 1)) / rayTileSize; int numTilesRayBinY = (texHeight + (rayTileSize - 1)) / rayTileSize; int bufferSizeX = numTilesRayBinX * rayTileSize; int bufferSizeY = numTilesRayBinY * rayTileSize; int currentKernel = 0; if (rayBinning) { // We need to go through the ray binning pass (if required) currentKernel = rayBinningCS.FindKernel(halfResolution? "RayBinningHalf" : "RayBinning"); if (bufferSizeX * bufferSizeY > m_RayBinResult.count) { if (m_RayBinResult != null) { CoreUtils.SafeRelease(m_RayBinResult); CoreUtils.SafeRelease(m_RayBinSizeResult); m_RayBinResult = null; m_RayBinSizeResult = null; } if (bufferSizeX * bufferSizeY > 0) { m_RayBinResult = new ComputeBuffer(bufferSizeX * bufferSizeY, sizeof(uint)); m_RayBinSizeResult = new ComputeBuffer(numTilesRayBinX * numTilesRayBinY, sizeof(uint)); } } cmd.SetComputeTextureParam(rayBinningCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, directionBuffer); cmd.SetComputeBufferParam(rayBinningCS, currentKernel, HDShaderIDs._RayBinResult, m_RayBinResult); cmd.SetComputeBufferParam(rayBinningCS, currentKernel, HDShaderIDs._RayBinSizeResult, m_RayBinSizeResult); cmd.SetComputeIntParam(rayBinningCS, HDShaderIDs._RayBinTileCountX, numTilesRayBinX); cmd.DispatchCompute(rayBinningCS, currentKernel, numTilesRayBinX, numTilesRayBinY, 1); } // Define the shader pass to use for the reflection pass cmd.SetRayTracingShaderPass(gBufferRaytracingRT, "GBufferDXR"); if (rayBinning) { cmd.SetGlobalBuffer(HDShaderIDs._RayBinResult, m_RayBinResult); cmd.SetGlobalBuffer(HDShaderIDs._RayBinSizeResult, m_RayBinSizeResult); cmd.SetRayTracingIntParam(gBufferRaytracingRT, HDShaderIDs._RayBinTileCountX, numTilesRayBinX); } // Grab the acceleration structures and the light cluster to use RayTracingAccelerationStructure accelerationStructure = m_RayTracingManager.RequestAccelerationStructure(layerMask); HDRaytracingLightCluster lightCluster = m_RayTracingManager.RequestLightCluster(layerMask); // Set the acceleration structure for the pass cmd.SetRayTracingAccelerationStructure(gBufferRaytracingRT, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Bind the textures required for the ray launching cmd.SetRayTracingTextureParam(gBufferRaytracingRT, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(gBufferRaytracingRT, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetRayTracingTextureParam(gBufferRaytracingRT, HDShaderIDs._RaytracingDirectionBuffer, directionBuffer); // Compute the pixel spread value float pixelSpreadAngle = hdCamera.camera.fieldOfView * (Mathf.PI / 180.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight); cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle); // Additional ray launch values cmd.SetRayTracingFloatParams(gBufferRaytracingRT, HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias); cmd.SetRayTracingFloatParams(gBufferRaytracingRT, HDShaderIDs._RaytracingRayMaxLength, maxRayLength); // Bind the output textures cmd.SetRayTracingTextureParam(gBufferRaytracingRT, HDShaderIDs._GBufferTextureRW[0], m_RaytracingGBufferManager.GetBuffer(0)); cmd.SetRayTracingTextureParam(gBufferRaytracingRT, HDShaderIDs._GBufferTextureRW[1], m_RaytracingGBufferManager.GetBuffer(1)); cmd.SetRayTracingTextureParam(gBufferRaytracingRT, HDShaderIDs._GBufferTextureRW[2], m_RaytracingGBufferManager.GetBuffer(2)); cmd.SetRayTracingTextureParam(gBufferRaytracingRT, HDShaderIDs._GBufferTextureRW[3], m_RaytracingGBufferManager.GetBuffer(3)); // cmd.SetRaytracingTextureParam(gBufferRaytracingRT, rayGenGBuffer, HDShaderIDs._GBufferTextureRW[4], m_LocalGBufferManager.GetBuffer(4)); // cmd.SetRaytracingTextureParam(gBufferRaytracingRT, rayGenGBuffer, HDShaderIDs._GBufferTextureRW[5], m_LocalGBufferManager.GetBuffer(5)); cmd.SetRayTracingTextureParam(gBufferRaytracingRT, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer); // Compute the actual resolution that is needed base on the quality uint widthResolution = (uint)hdCamera.actualWidth; uint heightResolution = (uint)hdCamera.actualHeight; if (disableSpecularLighting) { cmd.SetGlobalInt(HDShaderIDs._EnableSpecularLighting, 0); } if (rayBinning) { cmd.DispatchRays(gBufferRaytracingRT, m_RayGenGBufferBinned, (uint)bufferSizeX, (uint)bufferSizeY, 1); } else { cmd.SetRayTracingIntParams(gBufferRaytracingRT, "_RaytracingHalfResolution", halfResolution? 1 : 0); cmd.DispatchRays(gBufferRaytracingRT, m_RayGenGBuffer, widthResolution, heightResolution, 1); } // Now let's do the deferred shading pass on the samples currentKernel = deferredRaytracingCS.FindKernel(halfResolution ? "RaytracingDeferredHalf" : "RaytracingDeferred"); LightCluster lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>(); cmd.SetComputeBufferParam(deferredRaytracingCS, currentKernel, HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster()); cmd.SetComputeBufferParam(deferredRaytracingCS, currentKernel, HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas()); cmd.SetComputeVectorParam(deferredRaytracingCS, HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos()); cmd.SetComputeVectorParam(deferredRaytracingCS, HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos()); cmd.SetComputeIntParam(deferredRaytracingCS, HDShaderIDs._LightPerCellCount, lightClusterSettings.maxNumLightsPercell.value); cmd.SetComputeIntParam(deferredRaytracingCS, HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount()); cmd.SetComputeIntParam(deferredRaytracingCS, HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount()); cmd.SetComputeTextureParam(deferredRaytracingCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(deferredRaytracingCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, directionBuffer); cmd.SetComputeTextureParam(deferredRaytracingCS, currentKernel, HDShaderIDs._RaytracingDistanceBuffer, m_RaytracingDistanceBuffer); cmd.SetComputeTextureParam(deferredRaytracingCS, currentKernel, HDShaderIDs._GBufferTexture[0], m_RaytracingGBufferManager.GetBuffer(0)); cmd.SetComputeTextureParam(deferredRaytracingCS, currentKernel, HDShaderIDs._GBufferTexture[1], m_RaytracingGBufferManager.GetBuffer(1)); cmd.SetComputeTextureParam(deferredRaytracingCS, currentKernel, HDShaderIDs._GBufferTexture[2], m_RaytracingGBufferManager.GetBuffer(2)); cmd.SetComputeTextureParam(deferredRaytracingCS, currentKernel, HDShaderIDs._GBufferTexture[3], m_RaytracingGBufferManager.GetBuffer(3)); cmd.SetComputeTextureParam(deferredRaytracingCS, currentKernel, HDShaderIDs._LightLayersTexture, TextureXR.GetWhiteTexture()); cmd.SetComputeTextureParam(deferredRaytracingCS, currentKernel, HDShaderIDs._RaytracingLitBufferRW, outputBuffer); // Evaluate the dispatch parameters int areaTileSize = 8; int numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize; int numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize; // Compute the texture cmd.DispatchCompute(deferredRaytracingCS, currentKernel, numTilesXHR, numTilesYHR, 1); if (disableSpecularLighting) { cmd.SetGlobalInt(HDShaderIDs._EnableSpecularLighting, hdCamera.frameSettings.IsEnabled(FrameSettingsField.SpecularLighting) ? 1 : 0); } }