void RenderIndirectDiffusePerformance(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount) { // Fetch the required resources var settings = hdCamera.volumeStack.GetComponent <GlobalIllumination>(); BlueNoise blueNoise = GetBlueNoiseManager(); // Fetch all the settings LightCluster lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>(); RayTracingSettings rtSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>(); ComputeShader indirectDiffuseCS = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingCS; // Request the intermediate texture we will be using RTHandle directionBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.Direction); RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1); using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingIntegrateIndirectDiffuse))) { // Fetch the new sample kernel int currentKernel = indirectDiffuseCS.FindKernel(settings.fullResolution.value ? "RaytracingIndirectDiffuseFullRes" : "RaytracingIndirectDiffuseHalfRes"); // Inject the ray-tracing sampling data blueNoise.BindDitheredRNGData8SPP(cmd); // Bind all the required textures cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); // Bind all the required scalars cmd.SetComputeFloatParam(indirectDiffuseCS, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value); // Bind the sampling data int frameIndex = RayTracingFrameIndex(hdCamera); cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._RaytracingFrameIndex, frameIndex); // Bind the output buffers cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, directionBuffer); // 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; // Compute the directions cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount); // Prepare the components for the deferred lighting DeferredLightingRTParameters deferredParamters = PrepareIndirectDiffuseDeferredLightingRTParameters(hdCamera); DeferredLightingRTResources deferredResources = PrepareDeferredLightingRTResources(hdCamera, directionBuffer, m_IndirectDiffuseBuffer); // Evaluate the deferred lighting RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources); } using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterIndirectDiffuse))) { // Fetch the right filter to use int currentKernel = indirectDiffuseCS.FindKernel(settings.fullResolution.value ? "IndirectDiffuseIntegrationUpscaleFullRes" : "IndirectDiffuseIntegrationUpscaleHalfRes"); // Inject all the parameters for the compute cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseBuffer); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, directionBuffer); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._BlueNoiseTexture, blueNoise.textureArray16RGB); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._UpscaledIndirectDiffuseTextureRW, intermediateBuffer1); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex); cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._SpatialFilterRadius, settings.upscaleRadius.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; // Compute the texture cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount); // Copy the data back to the right buffer HDUtils.BlitCameraTexture(cmd, intermediateBuffer1, m_IndirectDiffuseBuffer); // Denoise if required if (settings.denoise.value) { DenoiseIndirectDiffuseBuffer(hdCamera, cmd, settings); } } }
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"); // Inject the ray-tracing sampling data blueNoise.BindDitheredRNGData8SPP(cmd); // Bind all the required textures 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, hdCamera.viewCount); } 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, hdCamera.viewCount); } // 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); // Run the computation if (settings.fullResolution.value) { cmd.DispatchRays(reflectionShaderRT, m_RayGenReflectionFullResName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount); } else { // Run the computation cmd.DispatchRays(reflectionShaderRT, m_RayGenReflectionHalfResName, (uint)(hdCamera.actualWidth / 2), (uint)(hdCamera.actualHeight / 2), (uint)hdCamera.viewCount); } } 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, HDShaderIDs._BlueNoiseTexture, 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.upscaleRadius.value); cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._RaytracingDenoiseRadius, settings.denoise.value ? settings.denoiserRadius.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, hdCamera.viewCount); using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingFilterReflection.GetSampler())) { if (settings.denoise.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.denoiserRadius.value, singleChannel: false); HDUtils.BlitCameraTexture(cmd, m_ReflIntermediateTexture0, outputTexture); } } } }
public void RenderIndirectDiffuseT1(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount) { // Fetch the required resources var settings = VolumeManager.instance.stack.GetComponent <GlobalIllumination>(); BlueNoise blueNoise = GetBlueNoiseManager(); // Fetch all the settings LightCluster lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>(); RayTracingSettings rtSettings = VolumeManager.instance.stack.GetComponent <RayTracingSettings>(); ComputeShader indirectDiffuseCS = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingCS; using (new ProfilingSample(cmd, "Ray Trace Indirect Diffuse", CustomSamplerId.RaytracingIntegrateIndirectDiffuse.GetSampler())) { if (settings.deferredMode.value) { // Fetch the new sample kernel int currentKernel = indirectDiffuseCS.FindKernel(settings.fullResolution.value ? "RaytracingIndirectDiffuseFullRes" : "RaytracingIndirectDiffuseHalfRes"); // Inject the ray-tracing sampling data blueNoise.BindDitheredRNGData8SPP(cmd); // Bind all the required textures cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); // Bind all the required scalars cmd.SetComputeFloatParam(indirectDiffuseCS, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value); // Bind the sampling data int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8; cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._RaytracingFrameIndex, frameIndex); // Bind the output buffers cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer); // 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; // Compute the directions cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount); // Prepare the components for the deferred lighting DeferredLightingRTParameters deferredParamters = PrepareIndirectDiffuseDeferredLightingRTParameters(hdCamera); DeferredLightingRTResources deferredResources = PrepareDeferredLightingRTResources(hdCamera, m_RaytracingDirectionBuffer, m_IDIntermediateBuffer0); // Evaluate the deferred lighting RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources); } else { RayTracingShader indirectDiffuseRT = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingRT; BindRayTracedIndirectDiffuseData(cmd, hdCamera, indirectDiffuseRT, settings, lightClusterSettings, rtSettings); // Run the computation CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", true); CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false); // Run the computation cmd.DispatchRays(indirectDiffuseRT, m_RayGenIndirectDiffuseFullResName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount); CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false); } } using (new ProfilingSample(cmd, "Filter Indirect Diffuse", CustomSamplerId.RaytracingFilterIndirectDiffuse.GetSampler())) { // Fetch the right filter to use int currentKernel = indirectDiffuseCS.FindKernel(settings.fullResolution.value ? "IndirectDiffuseIntegrationUpscaleFullRes" : "IndirectDiffuseIntegrationUpscaleHalfRes"); // Inject all the parameters for the compute cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._IndirectDiffuseTexture, m_IDIntermediateBuffer0); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._BlueNoiseTexture, blueNoise.textureArray16RGB); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._UpscaledIndirectDiffuseTextureRW, m_IDIntermediateBuffer1); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex); cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._SpatialFilterRadius, settings.upscaleRadius.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; // Compute the texture cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount); // Copy the data back to the right buffer HDUtils.BlitCameraTexture(cmd, m_IDIntermediateBuffer1, m_IDIntermediateBuffer0); // Denoise if required if (settings.denoise.value) { DenoiseIndirectDiffuseBuffer(hdCamera, cmd, settings); } } }
void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount, bool transparent) { // Fetch the required resources BlueNoise blueNoise = GetBlueNoiseManager(); RayTracingShader reflectionShaderRT = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingRT; ComputeShader reflectionShaderCS = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingCS; ComputeShader reflectionFilter = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS; RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0); RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1); CoreUtils.SetRenderTarget(cmd, intermediateBuffer1, m_SharedRTManager.GetDepthStencilBuffer(), ClearFlag.Color, clearColor: Color.black); // Fetch all the settings var settings = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>(); LightCluster lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>(); RayTracingSettings rtSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>(); // Texture dimensions int texWidth = hdCamera.actualWidth; int texHeight = hdCamera.actualHeight; // Evaluate the dispatch parameters int areaTileSize = 8; int numTilesXHR = 0, numTilesYHR = 0; int currentKernel = 0; RenderTargetIdentifier clearCoatMaskTexture; using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingIntegrateReflection))) { // Fetch the new sample kernel if (settings.fullResolution.value) { currentKernel = transparent ? m_RaytracingReflectionsTransparentFullResKernel : m_RaytracingReflectionsFullResKernel; } else { currentKernel = transparent ? m_RaytracingReflectionsTransparentHalfResKernel : m_RaytracingReflectionsHalfResKernel; } // Inject the ray-tracing sampling data blueNoise.BindDitheredRNGData8SPP(cmd); // Bind all the required textures cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture(); cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture); cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._SsrStencilBit, (int)StencilUsage.TraceReflectionRay); cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._StencilTexture, m_SharedRTManager.GetDepthStencilBuffer(), 0, RenderTextureSubElement.Stencil); // Bind all the required scalars m_ShaderVariablesRayTracingCB._RaytracingIntensityClamp = settings.clampValue.value; m_ShaderVariablesRayTracingCB._RaytracingIncludeSky = settings.reflectSky.value ? 1 : 0; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing); // Bind the output buffers cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, intermediateBuffer1); if (settings.fullResolution.value) { // Evaluate the dispatch parameters numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize; numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize; } else { // Evaluate the dispatch parameters numTilesXHR = (texWidth / 2 + (areaTileSize - 1)) / areaTileSize; numTilesYHR = (texHeight / 2 + (areaTileSize - 1)) / areaTileSize; } // Compute the directions cmd.DispatchCompute(reflectionShaderCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount); // Prepare the components for the deferred lighting DeferredLightingRTParameters deferredParamters = PrepareReflectionDeferredLightingRTParameters(hdCamera); DeferredLightingRTResources deferredResources = PrepareDeferredLightingRTResources(hdCamera, intermediateBuffer1, intermediateBuffer0); // Evaluate the deferred lighting RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources); // Fetch the right filter to use 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, intermediateBuffer0); cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrHitPointTexture, intermediateBuffer1); cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._BlueNoiseTexture, 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.upscaleRadius.value); cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._RaytracingDenoiseRadius, settings.denoise.value ? settings.denoiserRadius.value : 0); numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize; numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize; // Bind the right texture for clear coat support 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, hdCamera.viewCount); } using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterReflection))) { if (settings.denoise.value && !transparent) { // Grab the history buffer RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1); float historyValidity = 1.0f; #if UNITY_HDRP_DXR_TESTS_DEFINE if (Application.isPlaying) { historyValidity = 0.0f; } else #endif // We need to check if something invalidated the history buffers historyValidity *= ValidRayTracingHistory(hdCamera) ? 1.0f : 0.0f; HDReflectionDenoiser reflectionDenoiser = GetReflectionDenoiser(); reflectionDenoiser.DenoiseBuffer(cmd, hdCamera, settings.denoiserRadius.value, outputTexture, reflectionHistory, intermediateBuffer0, historyValidity: historyValidity); HDUtils.BlitCameraTexture(cmd, intermediateBuffer0, outputTexture); } } }