コード例 #1
0
        void DenoiseIndirectDiffuseBuffer(HDCamera hdCamera, CommandBuffer cmd, GlobalIllumination settings)
        {
            // Grab the high frequency history buffer
            RTHandle indirectDiffuseHistoryHF = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF)
                                                ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);
            // Request the intermediate textures we will be using
            RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);
            RTHandle validationBuffer    = GetRayTracingBuffer(InternalRayTracingBuffers.R0);
            // Evaluate the history validity
            float historyValidity0 = EvaluateIndirectDiffuseHistoryValidity0(hdCamera, settings.fullResolution, true);
            // Grab the temporal denoiser
            HDTemporalFilter temporalFilter = GetTemporalFilter();

            // Temporal denoising
            TemporalFilterParameters tfParameters = temporalFilter.PrepareTemporalFilterParameters(hdCamera, false, historyValidity0);
            TemporalFilterResources  tfResources  = temporalFilter.PrepareTemporalFilterResources(hdCamera, validationBuffer, m_IndirectDiffuseBuffer0, indirectDiffuseHistoryHF, intermediateBuffer1);

            HDTemporalFilter.DenoiseBuffer(cmd, tfParameters, tfResources);

            // Apply the first pass of our denoiser
            HDDiffuseDenoiser         diffuseDenoiser = GetDiffuseDenoiser();
            DiffuseDenoiserParameters ddParams        = diffuseDenoiser.PrepareDiffuseDenoiserParameters(hdCamera, false, settings.denoiserRadius, settings.halfResolutionDenoiser, settings.secondDenoiserPass);
            RTHandle intermediateBuffer          = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
            DiffuseDenoiserResources ddResources = diffuseDenoiser.PrepareDiffuseDenoiserResources(intermediateBuffer1, intermediateBuffer, m_IndirectDiffuseBuffer0);

            HDDiffuseDenoiser.DenoiseBuffer(cmd, ddParams, ddResources);

            // If the second pass is requested, do it otherwise blit
            if (settings.secondDenoiserPass)
            {
                float historyValidity1 = EvaluateIndirectDiffuseHistoryValidity1(hdCamera, settings.fullResolution, true);

                // Grab the low frequency history buffer
                RTHandle indirectDiffuseHistoryLF = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF)
                                                    ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF, IndirectDiffuseHistoryBufferAllocatorFunction, 1);

                // Run the temporal denoiser
                tfParameters = temporalFilter.PrepareTemporalFilterParameters(hdCamera, false, historyValidity1);
                tfResources  = temporalFilter.PrepareTemporalFilterResources(hdCamera, validationBuffer, m_IndirectDiffuseBuffer0, indirectDiffuseHistoryLF, intermediateBuffer1);
                HDTemporalFilter.DenoiseBuffer(cmd, tfParameters, tfResources);

                // Run the spatial denoiser
                ddParams    = diffuseDenoiser.PrepareDiffuseDenoiserParameters(hdCamera, false, settings.denoiserRadius * 0.5f, settings.halfResolutionDenoiser, false);
                ddResources = diffuseDenoiser.PrepareDiffuseDenoiserResources(intermediateBuffer1, intermediateBuffer, m_IndirectDiffuseBuffer0);
                HDDiffuseDenoiser.DenoiseBuffer(cmd, ddParams, ddResources);

                PropagateIndirectDiffuseHistoryValidity1(hdCamera, settings.fullResolution, true);
            }

            // Propagate the history
            PropagateIndirectDiffuseHistoryValidity0(hdCamera, settings.fullResolution, true);
        }
コード例 #2
0
        public void DenoiseAO(CommandBuffer cmd, HDCamera hdCamera, RTHandle outputTexture)
        {
            var aoSettings = hdCamera.volumeStack.GetComponent <AmbientOcclusion>();

            if (aoSettings.denoise)
            {
                // Evaluate the history's validity
                float historyValidity = historyValidity = HDRenderPipeline.ValidRayTracingHistory(hdCamera) ? 1.0f : 0.0f;

                // Grab the history buffer
                RTHandle aoHistory = RequestAmbientOcclusionHistoryTexture(hdCamera);

                // Prepare and execute the temporal filter
                HDTemporalFilter         temporalFilter = m_RenderPipeline.GetTemporalFilter();
                TemporalFilterParameters tfParameters   = temporalFilter.PrepareTemporalFilterParameters(hdCamera, true, historyValidity);
                RTHandle validationBuffer           = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.R0);
                TemporalFilterResources tfResources = temporalFilter.PrepareTemporalFilterResources(hdCamera, validationBuffer, m_AOIntermediateBuffer0, aoHistory, m_AOIntermediateBuffer1);
                HDTemporalFilter.DenoiseBuffer(cmd, tfParameters, tfResources);

                // Apply the diffuse denoiser
                HDDiffuseDenoiser         diffuseDenoiser = m_RenderPipeline.GetDiffuseDenoiser();
                DiffuseDenoiserParameters ddParams        = diffuseDenoiser.PrepareDiffuseDenoiserParameters(hdCamera, true, aoSettings.denoiserRadius, false, false);
                RTHandle intermediateBuffer          = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
                DiffuseDenoiserResources ddResources = diffuseDenoiser.PrepareDiffuseDenoiserResources(m_AOIntermediateBuffer1, intermediateBuffer, outputTexture);
                HDDiffuseDenoiser.DenoiseBuffer(cmd, ddParams, ddResources);
            }
            else
            {
                HDUtils.BlitCameraTexture(cmd, m_AOIntermediateBuffer0, outputTexture);
            }
        }
コード例 #3
0
        TextureHandle DenoiseRTSSS(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle rayTracedSSS, TextureHandle depthPyramid, TextureHandle normalBuffer, TextureHandle motionVectorBuffer)
        {
            // Evaluate the history's validity
            float historyValidity = HDRenderPipeline.EvaluateHistoryValidity(hdCamera);

            // Run the temporal denoiser
            HDTemporalFilter         temporalFilter = GetTemporalFilter();
            TemporalFilterParameters tfParameters   = temporalFilter.PrepareTemporalFilterParameters(hdCamera, false, historyValidity);
            TextureHandle            historyBuffer  = renderGraph.ImportTexture(RequestRayTracedSSSHistoryTexture(hdCamera));

            return(temporalFilter.Denoise(renderGraph, hdCamera, tfParameters, rayTracedSSS, historyBuffer, depthPyramid, normalBuffer, motionVectorBuffer));
        }
コード例 #4
0
        void RenderSubsurfaceScatteringRT(HDCamera hdCamera, CommandBuffer cmd, RTHandle colorBufferRT,
                                          RTHandle diffuseBufferRT, RTHandle depthStencilBufferRT, RTHandle depthTextureRT)
        {
            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SubsurfaceScattering)))
            {
                // Grab the SSS params
                var settings = hdCamera.volumeStack.GetComponent <SubSurfaceScattering>();

                // Fetch all the intermediate buffers that we need (too much of them to be fair)
                RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
                RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);
                RTHandle intermediateBuffer2 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA2);
                RTHandle intermediateBuffer3 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA3);
                RTHandle intermediateBuffer4 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA4);
                RTHandle directionBuffer     = GetRayTracingBuffer(InternalRayTracingBuffers.Direction);

                // Evaluate the lighting for the samples that we need to
                SSSRayTracingParameters sssrtParams    = PrepareSSSRayTracingParameters(hdCamera, settings);
                SSSRayTracingResources  sssrtResources = PrepareSSSRayTracingResources(m_SSSColor,
                                                                                       intermediateBuffer0, intermediateBuffer1,
                                                                                       intermediateBuffer2, intermediateBuffer3, directionBuffer,
                                                                                       intermediateBuffer4);
                ExecuteRTSubsurfaceScattering(cmd, sssrtParams, sssrtResources);

                // Grab the history buffer
                RTHandle subsurfaceHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RayTracedSubSurface)
                                             ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RayTracedSubSurface, SubSurfaceHistoryBufferAllocatorFunction, 1);

                // Check if we need to invalidate the history
                float historyValidity = EvaluateHistoryValidity(hdCamera);

                // Apply temporal filtering to the signal
                HDTemporalFilter         temporalFilter = GetTemporalFilter();
                TemporalFilterParameters tfParameters   = temporalFilter.PrepareTemporalFilterParameters(hdCamera, false, historyValidity);
                RTHandle validationBuffer           = GetRayTracingBuffer(InternalRayTracingBuffers.R0);
                TemporalFilterResources tfResources = temporalFilter.PrepareTemporalFilterResources(hdCamera, validationBuffer, intermediateBuffer4, subsurfaceHistory, intermediateBuffer0);
                HDTemporalFilter.DenoiseBuffer(cmd, tfParameters, tfResources);

                // Combine the result with the rest of the lighting
                SSSCombineParameters ssscParams    = PrepareSSSCombineParameters(hdCamera);
                SSSCombineResources  ssscResources = PrepareSSSCombineResources(m_SSSColor, colorBufferRT, diffuseBufferRT, intermediateBuffer0, ssscParams.validSSGI);
                ExecuteCombineSubsurfaceScattering(cmd, ssscParams, ssscResources);

                // Push this version of the texture for debug
                PushFullScreenDebugTexture(hdCamera, cmd, diffuseBufferRT, FullScreenDebugMode.RayTracedSubSurface);
            }
        }
コード例 #5
0
        public void DenoiseAO(CommandBuffer cmd, HDCamera hdCamera, AmbientOcclusionDenoiseParameters aoDenoiseParameters, AmbientOcclusionDenoiseResources aoDenoiseResources)
        {
            if (aoDenoiseParameters.denoise)
            {
                // Prepare and execute the temporal filter
                HDTemporalFilter         temporalFilter = m_RenderPipeline.GetTemporalFilter();
                TemporalFilterParameters tfParameters   = temporalFilter.PrepareTemporalFilterParameters(hdCamera, true, aoDenoiseParameters.historyValidity);
                RTHandle validationBuffer           = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.R0);
                TemporalFilterResources tfResources = temporalFilter.PrepareTemporalFilterResources(hdCamera, validationBuffer, aoDenoiseResources.inputTexture, aoDenoiseResources.ambientOcclusionHistory, aoDenoiseResources.intermediateBuffer);
                HDTemporalFilter.DenoiseBuffer(cmd, tfParameters, tfResources);

                // Apply the diffuse denoiser
                HDDiffuseDenoiser         diffuseDenoiser = m_RenderPipeline.GetDiffuseDenoiser();
                DiffuseDenoiserParameters ddParams        = diffuseDenoiser.PrepareDiffuseDenoiserParameters(hdCamera, true, aoDenoiseParameters.denoiserRadius, false);
                RTHandle intermediateBuffer          = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
                DiffuseDenoiserResources ddResources = diffuseDenoiser.PrepareDiffuseDenoiserResources(aoDenoiseResources.intermediateBuffer, intermediateBuffer, aoDenoiseResources.outputTexture);
                HDDiffuseDenoiser.DenoiseBuffer(cmd, ddParams, ddResources);
            }
            else
            {
                HDUtils.BlitCameraTexture(cmd, aoDenoiseResources.inputTexture, aoDenoiseResources.outputTexture);
            }
        }