SSGIDenoiserParameters PrepareSSGIDenoiserParameters(HDCamera hdCamera, bool halfResolution, float historyValidity, bool historyNeedsClear) { var giSettings = hdCamera.volumeStack.GetComponent <UnityEngine.Rendering.HighDefinition.GlobalIllumination>(); SSGIDenoiserParameters parameters = new SSGIDenoiserParameters(); // Compute the dispatch parameters based on if we are half res or not int tileSize = 8; EvaluateDispatchParameters(hdCamera, halfResolution, tileSize, out parameters.numTilesX, out parameters.numTilesY, out parameters.halfScreenSize); var info = m_SharedRTManager.GetDepthBufferMipChainInfo(); parameters.firstMipOffset.Set(HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].y)); parameters.historyValidity = historyValidity; parameters.viewCount = hdCamera.viewCount; // Denoising parameters parameters.filterRadius = giSettings.filterRadius; parameters.halfResolution = halfResolution; parameters.historyValidity = historyValidity; parameters.historyNeedsClear = historyNeedsClear; // Compute shader parameters.ssgiDenoiserCS = m_SSGIDenoiserCS; // Kernels parameters.spatialFilterKernel = halfResolution ? m_SpatialFilterHalfKernel : m_SpatialFilterKernel; parameters.temporalFilterKernel = halfResolution ? m_TemporalFilterHalfKernel : m_TemporalFilterKernel; parameters.copyHistory = m_CopyHistory; return(parameters); }
public void Denoise(CommandBuffer cmd, HDCamera hdCamera, RTHandle inputOutputBuffer0, RTHandle inputOutputBuffer1, RTHandle intermediateBuffer0, RTHandle intermediateBuffer1, bool halfResolution = false, float historyValidity = 1.0f) { var historyDepthBuffer = halfResolution ? hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1) : hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth); bool historyRequireClear = false; RTHandle indirectDiffuseHistory0 = RequestIndirectDiffuseHistory0(hdCamera, out historyRequireClear); RTHandle indirectDiffuseHistory1 = RequestIndirectDiffuseHistory1(hdCamera, out historyRequireClear); SSGIDenoiserParameters parameters = PrepareSSGIDenoiserParameters(hdCamera, halfResolution, historyValidity, historyRequireClear, m_SharedRTManager.GetDepthBufferMipChainInfo()); SSGIDenoiserResources resources = PrepareSSGIDenoiserResources(historyDepthBuffer, indirectDiffuseHistory0, indirectDiffuseHistory1, inputOutputBuffer0, inputOutputBuffer1, intermediateBuffer0, intermediateBuffer1); Denoise(cmd, parameters, resources); }
public void Denoise(CommandBuffer cmd, HDCamera hdCamera, RTHandle noisyBuffer, RTHandle outputBuffer, bool halfResolution = false, float historyValidity = 1.0f) { // Grab the global illumination volume component var giSettings = hdCamera.volumeStack.GetComponent <UnityEngine.Rendering.HighDefinition.GlobalIllumination>(); var historyDepthBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth); var historyDepthBuffer1 = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1); // If the depth textures are not available, we can't denoise if (historyDepthBuffer == null || historyDepthBuffer1 == null) { HDUtils.BlitCameraTexture(cmd, noisyBuffer, outputBuffer); return; } // Compute the dispatch parameters based on if we are half res or not int tileSize = 8; int numTilesX, numTilesY; Vector4 halfScreenSize; EvaluateDispatchParameters(hdCamera, halfResolution, tileSize, out numTilesX, out numTilesY, out halfScreenSize); // Pick the right kernel to use int m_KernelFilter = halfResolution ? m_SpatialFilterHalfKernel : m_SpatialFilterKernel; // Bind the input scalars var info = m_SharedRTManager.GetDepthBufferMipChainInfo(); firstMipOffset.Set(HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].y)); cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset); cmd.SetComputeIntParam(m_SSGIDenoiserCS, HDShaderIDs._IndirectDiffuseSpatialFilter, giSettings.filterRadius); // Inject half screen size if required if (halfResolution) { cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._HalfScreenSize, halfScreenSize); } // Bind the input buffers cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture()); cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._InputNoisyBuffer, noisyBuffer); // Bind the output buffer cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._OutputFilteredBuffer, outputBuffer); // Do the spatial pass cmd.DispatchCompute(m_SSGIDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount); // Grab the history buffer RTHandle indirectDiffuseHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF); if (indirectDiffuseHistory == null) { indirectDiffuseHistory = hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF, IndirectDiffuseHistoryBufferAllocatorFunction, 1); // clear it to black if this is the first pass to avoid nans CoreUtils.SetRenderTarget(cmd, indirectDiffuseHistory, ClearFlag.Color, clearColor: Color.black); } // Pick the right kernel to use m_KernelFilter = halfResolution ? m_TemporalFilterHalfKernel : m_TemporalFilterKernel; // Bind the input buffers cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture()); cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeFloatParam(m_SSGIDenoiserCS, HDShaderIDs._HistoryValidity, historyValidity); if (halfResolution) { cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer1); cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset); } else { cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer); } cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, indirectDiffuseHistory); cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._InputNoisyBuffer, outputBuffer); // Bind the output buffer cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._OutputFilteredBuffer, noisyBuffer); // Do the temporal pass cmd.DispatchCompute(m_SSGIDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount); // Copy the new version into the history buffer cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_CopyHistory, HDShaderIDs._InputNoisyBuffer, noisyBuffer); cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_CopyHistory, HDShaderIDs._OutputFilteredBuffer, indirectDiffuseHistory); cmd.DispatchCompute(m_SSGIDenoiserCS, m_CopyHistory, numTilesX, numTilesY, hdCamera.viewCount); }