コード例 #1
0
        public void RenderReflectionsT1(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the required resources
            HDRaytracingEnvironment rtEnvironment = m_RayTracingManager.CurrentEnvironment();
            BlueNoise        blueNoise            = m_RayTracingManager.GetBlueNoiseManager();
            RayTracingShader reflectionShaderRT   = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingRT;
            ComputeShader    reflectionShaderCS   = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingCS;
            ComputeShader    reflectionFilter     = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS;

            // Fetch all the settings
            var          settings             = VolumeManager.instance.stack.GetComponent <ScreenSpaceReflection>();
            LightCluster lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();

            if (settings.deferredMode.value)
            {
                // Fetch the new sample kernel
                int currentKernel = reflectionShaderCS.FindKernel(settings.fullResolution.value ? "RaytracingReflectionsFullRes" : "RaytracingReflectionsHalfRes");

                // Bind all the required textures
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._OwenScrambledRGTexture, m_Asset.renderPipelineResources.textures.owenScrambledRGBATex);
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambled256Tex);
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

                // Bind all the required scalars
                cmd.SetComputeFloatParam(reflectionShaderCS, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);
                cmd.SetComputeFloatParam(reflectionShaderCS, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
                cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._RaytracingIncludeSky, settings.reflectSky.value ? 1 : 0);

                // Bind the sampling data
                int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8;
                cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                // Bind the output buffers
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, m_ReflIntermediateTexture1);

                // Texture dimensions
                int texWidth  = hdCamera.actualWidth;
                int texHeight = hdCamera.actualHeight;

                if (settings.fullResolution.value)
                {
                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesXHR  = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYHR  = (texHeight + (areaTileSize - 1)) / areaTileSize;

                    // Compute the directions
                    cmd.DispatchCompute(reflectionShaderCS, currentKernel, numTilesXHR, numTilesYHR, 1);
                }
                else
                {
                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesXHR  = (texWidth / 2 + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYHR  = (texHeight / 2 + (areaTileSize - 1)) / areaTileSize;

                    // Compute the directions
                    cmd.DispatchCompute(reflectionShaderCS, currentKernel, numTilesXHR, numTilesYHR, 1);
                }
                // Prepare the components for the deferred lighting
                DeferredLightingRTParameters deferredParamters = PrepareReflectionDeferredLightingRTParameters(hdCamera, rtEnvironment);
                DeferredLightingRTResources  deferredResources = PrepareDeferredLightingRTResources(m_ReflIntermediateTexture1, m_ReflIntermediateTexture0);

                // Evaluate the deferred lighting
                RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources);
            }
            else
            {
                // Bind all the required data for ray tracing
                BindRayTracedReflectionData(cmd, hdCamera, rtEnvironment, reflectionShaderRT, settings, lightClusterSettings);

                // Set the data for the ray miss
                cmd.SetRayTracingTextureParam(reflectionShaderRT, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection);

                // Run the computation
                if (settings.fullResolution.value)
                {
                    cmd.DispatchRays(reflectionShaderRT, m_RayGenReflectionFullResName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
                }
                else
                {
                    // Run the computation
                    cmd.DispatchRays(reflectionShaderRT, m_RayGenReflectionHalfResName, (uint)(hdCamera.actualWidth / 2), (uint)(hdCamera.actualHeight / 2), 1);
                }
            }

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingFilterReflection.GetSampler()))
            {
                // Fetch the right filter to use
                int currentKernel = 0;
                if (settings.fullResolution.value)
                {
                    currentKernel = reflectionFilter.FindKernel("ReflectionIntegrationUpscaleFullRes");
                }
                else
                {
                    currentKernel = reflectionFilter.FindKernel("ReflectionIntegrationUpscaleHalfRes");
                }

                // Inject all the parameters for the compute
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrLightingTextureRW, m_ReflIntermediateTexture0);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrHitPointTexture, m_ReflIntermediateTexture1);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_NoiseTexture", blueNoise.textureArray16RGB);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_RaytracingReflectionTexture", outputTexture);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
                cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._SpatialFilterRadius, settings.spatialFilterRadius.value);
                cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._RaytracingDenoiseRadius, settings.enableFilter.value ? settings.filterRadius.value : 0);
                cmd.SetComputeFloatParam(reflectionFilter, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);

                // Texture dimensions
                int texWidth  = hdCamera.actualWidth;
                int texHeight = hdCamera.actualHeight;

                // Evaluate the dispatch parameters
                int areaTileSize = 8;
                int numTilesXHR  = (texWidth + (areaTileSize - 1)) / areaTileSize;
                int numTilesYHR  = (texHeight + (areaTileSize - 1)) / areaTileSize;

                // Bind the right texture for clear coat support
                RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

                // Compute the texture
                cmd.DispatchCompute(reflectionFilter, currentKernel, numTilesXHR, numTilesYHR, 1);

                using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingFilterReflection.GetSampler()))
                {
                    if (settings.enableFilter.value)
                    {
                        // Grab the history buffer
                        RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                     ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1);

                        HDSimpleDenoiser simpleDenoiser = m_RayTracingManager.GetSimpleDenoiser();
                        simpleDenoiser.DenoiseBuffer(cmd, hdCamera, outputTexture, reflectionHistory, m_ReflIntermediateTexture0, settings.filterRadius.value, singleChannel: false);
                        HDUtils.BlitCameraTexture(cmd, m_ReflIntermediateTexture0, outputTexture);
                    }
                }
            }
        }
コード例 #2
0
        void RenderDirectionalLightScreenSpaceShadow(CommandBuffer cmd, HDCamera hdCamera)
        {
            // Render directional screen space shadow if required
            if (m_CurrentSunLightAdditionalLightData != null && m_CurrentSunLightAdditionalLightData.WillRenderScreenSpaceShadow())
            {
#if ENABLE_RAYTRACING
                // Grab the ray tracing environment
                HDRaytracingEnvironment rtEnvironment = m_RayTracingManager.CurrentEnvironment();

                // If the shadow is flagged as ray traced, we need to evaluate it completely
                if (rtEnvironment != null && hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) &&
                    m_CurrentSunLightAdditionalLightData.WillRenderRayTracedShadow())
                {
                    // 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;

                    // Clear the integration texture
                    cmd.SetComputeTextureParam(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, HDShaderIDs._RaytracedDirectionalShadowIntegration, m_ShadowIntermediateBufferRGBA0);
                    cmd.DispatchCompute(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, numTilesX, numTilesY, 1);

                    // Grab and bind the acceleration structure for the target camera
                    RayTracingAccelerationStructure accelerationStructure = m_RayTracingManager.RequestAccelerationStructure(rtEnvironment.shadowLayerMask);
                    cmd.SetRayTracingAccelerationStructure(m_ScreenSpaceShadowsRT, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

                    // Inject the ray-tracing sampling data
                    m_BlueNoise.BindDitheredRNGData8SPP(cmd);

                    // Compute the current frame index
                    int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8;
                    cmd.SetComputeIntParam(m_ScreenSpaceShadowsCS, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                    // Inject the ray generation data
                    cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias);

                    // Loop through the samples of this frame
                    for (int sampleIdx = 0; sampleIdx < m_CurrentSunLightAdditionalLightData.numRayTracingSamples; ++sampleIdx)
                    {
                        // Bind the light & sampling data
                        cmd.SetComputeBufferParam(m_ScreenSpaceShadowsCS, m_RaytracingDirectionalShadowSample, HDShaderIDs._DirectionalLightDatas, m_LightLoopLightData.directionalLightData);
                        cmd.SetComputeIntParam(m_ScreenSpaceShadowsCS, HDShaderIDs._DirectionalShadowIndex, m_CurrentShadowSortedSunLightIndex);
                        cmd.SetComputeFloatParam(m_ScreenSpaceShadowsCS, HDShaderIDs._DirectionalLightAngle, m_CurrentSunLightAdditionalLightData.sunLightConeAngle);
                        cmd.SetComputeIntParam(m_ScreenSpaceShadowsCS, HDShaderIDs._RaytracingSampleIndex, sampleIdx);
                        cmd.SetComputeIntParam(m_ScreenSpaceShadowsCS, HDShaderIDs._RaytracingNumSamples, m_CurrentSunLightAdditionalLightData.numRayTracingSamples);

                        // Input Buffer
                        cmd.SetComputeTextureParam(m_ScreenSpaceShadowsCS, m_RaytracingDirectionalShadowSample, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(m_ScreenSpaceShadowsCS, m_RaytracingDirectionalShadowSample, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

                        // Output buffer
                        cmd.SetComputeTextureParam(m_ScreenSpaceShadowsCS, m_RaytracingDirectionalShadowSample, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);

                        // Generate a new direction
                        cmd.DispatchCompute(m_ScreenSpaceShadowsCS, m_RaytracingDirectionalShadowSample, numTilesX, numTilesY, 1);

                        // Define the shader pass to use for the shadow pass
                        cmd.SetRayTracingShaderPass(m_ScreenSpaceShadowsRT, "VisibilityDXR");

                        // Set ray count texture
                        cmd.SetRayTracingIntParam(m_ScreenSpaceShadowsRT, HDShaderIDs._RayCountEnabled, m_RayTracingManager.rayCountManager.RayCountIsEnabled());
                        cmd.SetRayTracingTextureParam(m_ScreenSpaceShadowsRT, HDShaderIDs._RayCountTexture, m_RayTracingManager.rayCountManager.GetRayCountTexture());

                        // Input buffers
                        cmd.SetRayTracingTextureParam(m_ScreenSpaceShadowsRT, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetRayTracingTextureParam(m_ScreenSpaceShadowsRT, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetRayTracingTextureParam(m_ScreenSpaceShadowsRT, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                        cmd.SetRayTracingIntParam(m_ScreenSpaceShadowsRT, HDShaderIDs._RaytracingNumSamples, m_CurrentSunLightAdditionalLightData.numRayTracingSamples);

                        // Output buffer
                        cmd.SetRayTracingTextureParam(m_ScreenSpaceShadowsRT, HDShaderIDs._RaytracedDirectionalShadowIntegration, m_ShadowIntermediateBufferRGBA0);

                        // Evaluate the visibility
                        cmd.DispatchRays(m_ScreenSpaceShadowsRT, m_RayGenDirectionalShadowSingleName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
                    }

                    // Grab the history buffer for shadows
                    RTHandle shadowHistoryArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadow)
                                                  ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadow, ShadowHistoryBufferAllocatorFunction, 1);

                    // Apply the simple denoiser (if required)
                    if (m_CurrentSunLightAdditionalLightData.filterTracedShadow)
                    {
                        // Apply the temporal denoiser
                        HDTemporalFilter temporalFilter = m_RayTracingManager.GetTemporalFilter();
                        temporalFilter.DenoiseBuffer(cmd, hdCamera, m_ShadowIntermediateBufferRGBA0, shadowHistoryArray, m_ShadowIntermediateBufferRGBA1, singleChannel: true, slotIndex: m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex);

                        // Apply the spatial denoiser
                        HDSimpleDenoiser simpleDenoiser = m_RayTracingManager.GetSimpleDenoiser();
                        simpleDenoiser.DenoiseBufferNoHistory(cmd, hdCamera, m_ShadowIntermediateBufferRGBA1, m_ShadowIntermediateBufferRGBA0, m_CurrentSunLightAdditionalLightData.filterSizeTraced, singleChannel: true);
                    }

                    cmd.SetComputeTextureParam(m_ScreenSpaceShadowsCS, m_OutputShadowTextureKernel, HDShaderIDs._RaytracedDirectionalShadowIntegration, m_ShadowIntermediateBufferRGBA0);
                    cmd.SetComputeTextureParam(m_ScreenSpaceShadowsCS, m_OutputShadowTextureKernel, HDShaderIDs._ScreenSpaceShadowsTextureRW, m_ScreenSpaceShadowTextureArray);
                    cmd.SetComputeIntParam(m_ScreenSpaceShadowsCS, HDShaderIDs._RaytracingShadowSlot, m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex);
                    cmd.DispatchCompute(m_ScreenSpaceShadowsCS, m_OutputShadowTextureKernel, numTilesX, numTilesY, 1);
                }
                else
#endif
                {
                    // If it is screen space but not ray traced, then we can rely on the shadow map
                    CoreUtils.SetRenderTarget(cmd, m_ScreenSpaceShadowTextureArray, depthSlice: m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex);
                    HDUtils.DrawFullScreen(cmd, s_ScreenSpaceShadowsMat, m_ScreenSpaceShadowTextureArray);
                }
            }
        }
コード例 #3
0
        void RenderDirectionalLightScreenSpaceShadow(CommandBuffer cmd, HDCamera hdCamera, int frameCount)
        {
            // Render directional screen space shadow if required
            if (m_CurrentSunLightAdditionalLightData != null && m_CurrentSunLightAdditionalLightData.WillRenderScreenSpaceShadow())
            {
#if ENABLE_RAYTRACING
                // Grab the ray tracing environment
                HDRaytracingEnvironment rtEnvironment = m_RayTracingManager.CurrentEnvironment();

                // If the shadow is flagged as ray traced, we need to evaluate it completely
                if (rtEnvironment != null && hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && m_CurrentSunLightAdditionalLightData.WillRenderRayTracedShadow())
                {
                    BlueNoise        blueNoise      = m_RayTracingManager.GetBlueNoiseManager();
                    ComputeShader    shadowsCompute = m_Asset.renderPipelineRayTracingResources.shadowRaytracingCS;
                    RayTracingShader shadowRayTrace = m_Asset.renderPipelineRayTracingResources.shadowRaytracingRT;

                    // 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 shadowComputeKernel = shadowsCompute.FindKernel("ClearShadowTexture");
                    cmd.SetComputeBufferParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._LightDatas, m_LightLoopLightData.lightData);
                    cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedDirectionalShadowIntegration, m_DenoiseBuffer0);
                    cmd.DispatchCompute(shadowsCompute, shadowComputeKernel, numTilesX, numTilesY, 1);

                    // Inject the ray-tracing sampling data
                    blueNoise.BindDitheredRNGData8SPP(cmd);

                    for (int i = 0; i < m_CurrentSunLightAdditionalLightData.numRayTracingSamples; ++i)
                    {
                        shadowComputeKernel = shadowsCompute.FindKernel("RaytracingDirectionalShadowSample");

                        int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

                        // This pass evaluates the analytic value and the generates and outputs the first sample
                        cmd.SetComputeBufferParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._LightDatas, m_LightLoopLightData.lightData);
                        cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingFrameIndex, frameIndex);
                        cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingNumSamples, m_CurrentSunLightAdditionalLightData.numRayTracingSamples);
                        cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingSampleIndex, i);
                        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._RaytracedDirectionalShadowIntegration, m_DenoiseBuffer0);
                        cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                        cmd.SetComputeFloatParam(shadowsCompute, HDShaderIDs._DirectionalLightAngle, m_CurrentSunLightAdditionalLightData.sunLightConeAngle);

                        cmd.DispatchCompute(shadowsCompute, shadowComputeKernel, numTilesX, numTilesY, 1);

                        // Grab the acceleration structure for the target camera
                        RayTracingAccelerationStructure accelerationStructure = m_RayTracingManager.RequestAccelerationStructure(rtEnvironment.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);

                        // Set ray count texture
                        // This pass will use the previously generated sample and add it to the integration buffer
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                        cmd.SetRayTracingIntParam(shadowRayTrace, HDShaderIDs._RayCountEnabled, m_RayTracingManager.rayCountManager.RayCountIsEnabled());
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RayCountTexture, m_RayTracingManager.rayCountManager.GetRayCountTexture());
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracedDirectionalShadowIntegration, m_DenoiseBuffer0);
                        cmd.SetRayTracingTextureParam(shadowRayTrace, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                        cmd.SetRayTracingFloatParam(shadowRayTrace, HDShaderIDs._DirectionalLightAngle, m_CurrentSunLightAdditionalLightData.sunLightConeAngle);
                        cmd.SetRayTracingIntParam(shadowRayTrace, HDShaderIDs._RaytracingNumSamples, 1);
                        cmd.DispatchRays(shadowRayTrace, m_RayGenDirectionalShadowSingleName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
                    }

                    RTHandle shadowHistoryArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadow)
                                                  ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadow, ShadowHistoryBufferAllocatorFunction, 1);

                    // Apply the simple denoiser (if required)
                    if (m_CurrentSunLightAdditionalLightData.filterTracedShadow)
                    {
                        // Apply the temporal denoiser
                        HDTemporalFilter temporalFilter = m_RayTracingManager.GetTemporalFilter();
                        temporalFilter.DenoiseBuffer(cmd, hdCamera, m_DenoiseBuffer0, shadowHistoryArray, m_DenoiseBuffer1, singleChannel: true, slotIndex: m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex);

                        // Apply the spatial denoiser
                        HDSimpleDenoiser simpleDenoiser = m_RayTracingManager.GetSimpleDenoiser();
                        simpleDenoiser.DenoiseBufferNoHistory(cmd, hdCamera, m_DenoiseBuffer1, m_DenoiseBuffer0, m_CurrentSunLightAdditionalLightData.filterSizeTraced, singleChannel: true);
                    }

                    shadowComputeKernel = shadowsCompute.FindKernel("OutputShadowTexture");
                    cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._RaytracedDirectionalShadowIntegration, m_DenoiseBuffer0);
                    cmd.SetComputeTextureParam(shadowsCompute, shadowComputeKernel, HDShaderIDs._ScreenSpaceShadowsTextureRW, m_ScreenSpaceShadowTextureArray);
                    cmd.SetComputeIntParam(shadowsCompute, HDShaderIDs._RaytracingShadowSlot, m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex);
                    cmd.DispatchCompute(shadowsCompute, shadowComputeKernel, numTilesX, numTilesY, 1);
                }
                else
#endif
                {
                    // If it is screen space but not ray traced, then we can rely on the shadow map
                    CoreUtils.SetRenderTarget(cmd, m_ScreenSpaceShadowTextureArray, depthSlice: m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex);
                    HDUtils.DrawFullScreen(cmd, s_ScreenSpaceShadowsMat, m_ScreenSpaceShadowTextureArray);
                }
            }
        }
コード例 #4
0
        public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Let's check all the resources
            HDRaytracingEnvironment rtEnvironment = m_RaytracingManager.CurrentEnvironment();


            // Check if the state is valid for evaluating ambient occlusion
            bool invalidState = rtEnvironment == null;

            // If any of the previous requirements is missing, the effect is not requested or no acceleration structure, set the default one and leave right away
            if (invalidState)
            {
                SetDefaultAmbientOcclusionTexture(cmd);
                return;
            }

            RayTracingShader aoShader = m_PipelineRayTracingResources.aoRaytracing;
            var aoSettings            = VolumeManager.instance.stack.GetComponent <AmbientOcclusion>();

            // Grab the acceleration structure for the target camera
            RayTracingAccelerationStructure accelerationStructure = m_RaytracingManager.RequestAccelerationStructure(rtEnvironment.aoLayerMask);

            // Define the shader pass to use for the reflection pass
            cmd.SetRayTracingShaderPass(aoShader, "VisibilityDXR");

            // Set the acceleration structure for the pass
            cmd.SetRayTracingAccelerationStructure(aoShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure);

            // Inject the ray-tracing sampling data
            cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledRGTexture, m_PipelineResources.textures.owenScrambledRGBATex);
            cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledTexture, m_PipelineResources.textures.owenScrambled256Tex);
            cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_PipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetRayTracingFloatParams(aoShader, HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias);
            cmd.SetRayTracingFloatParams(aoShader, HDShaderIDs._RaytracingRayMaxLength, aoSettings.rayLength.value);
            cmd.SetRayTracingIntParams(aoShader, HDShaderIDs._RaytracingNumSamples, aoSettings.numSamples.value);

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8;

            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

            // Value used to scale the ao intensity
            cmd.SetRayTracingFloatParam(aoShader, HDShaderIDs._RaytracingAOIntensity, aoSettings.intensity.value);

            cmd.SetRayTracingIntParam(aoShader, HDShaderIDs._RayCountEnabled, m_RaytracingManager.rayCountManager.RayCountIsEnabled());
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._RayCountTexture, m_RaytracingManager.rayCountManager.rayCountTexture);

            // Set the output textures
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._AmbientOcclusionTextureRW, m_IntermediateBuffer);
            cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._RaytracingVSNormalTexture, m_ViewSpaceNormalBuffer);

            // Run the computation
            cmd.DispatchRays(aoShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingAmbientOcclusion.GetSampler()))
            {
                if (aoSettings.enableFilter.value)
                {
                    // Grab the history buffer
                    RTHandle ambientOcclusionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion)
                                                       ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion, AmbientOcclusionHistoryBufferAllocatorFunction, 1);

                    // Apply the simple denoiser
                    HDSimpleDenoiser simpleDenoiser = m_RaytracingManager.GetSimpleDenoiser();
                    simpleDenoiser.DenoiseBuffer(cmd, hdCamera, m_IntermediateBuffer, ambientOcclusionHistory, outputTexture, aoSettings.filterRadius.value, singleChannel: true);
                }
                else
                {
                    HDUtils.BlitCameraTexture(cmd, m_IntermediateBuffer, outputTexture);
                }
            }

            // Bind the textures and the params
            cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, outputTexture);
            cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, new Vector4(0f, 0f, 0f, VolumeManager.instance.stack.GetComponent <AmbientOcclusion>().directLightingStrength.value));

            // TODO: All the push-debug stuff should be centralized somewhere
            (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO);
        }