internal void ReleaseRayTracingManager() { m_CurrentRAS.Dispose(); if (m_RayTracingLightCluster != null) { m_RayTracingLightCluster.ReleaseResources(); } if (m_RayCountManager != null) { m_RayCountManager.Release(); } if (m_ReflectionDenoiser != null) { m_ReflectionDenoiser.Release(); } if (m_TemporalFilter != null) { m_TemporalFilter.Release(); } if (m_SimpleDenoiser != null) { m_SimpleDenoiser.Release(); } if (m_DiffuseShadowDenoiser != null) { m_DiffuseShadowDenoiser.Release(); } if (m_DiffuseDenoiser != null) { m_DiffuseDenoiser.Release(); } }
void Update() { HDRenderPipeline hdrp = RenderPipelineManager.currentPipeline is HDRenderPipeline ? (HDRenderPipeline)RenderPipelineManager.currentPipeline : null; if (hdrp != null) { // Get the HDCamera for the current camera var hdCamera = HDCamera.GetOrCreate(GetComponent <Camera>()); // Evaluate the effect params HDEffectsParameters hdEffectParams = HDRenderPipeline.EvaluateEffectsParameters(hdCamera, true, false); // Clear the rtas from the previous frame if (rtas != null) { rtas.Dispose(); } // Create the RTAS rtas = new RayTracingAccelerationStructure(); // Add all the objects individually int numGameObjects = gameObjects.Count; for (int i = 0; i < numGameObjects; ++i) { HDRenderPipeline.AddInstanceToRAS(rtas, gameObjects[i].GetComponent <Renderer>(), hdEffectParams, ref hdCamera.transformsDirty, ref hdCamera.materialsDirty); } // Build the RTAS rtas.Build(transform.position); // Assign it to the camera hdCamera.rayTracingAccelerationStructure = rtas; } }
/// <summary> /// dispose. /// </summary> /// <param name="disposing">whether is disposing.</param> protected override void Dispose(bool disposing) { if (null != _tutorial) { _tutorial.Dispose(disposing); _tutorial = null; } if (null != _accelerationStructure) { _accelerationStructure.Dispose(); _accelerationStructure = null; } }
private void ReleaseRTMannager() { if (TracingAccelerationStructure != null) { TracingAccelerationStructure.Release(); TracingAccelerationStructure.Dispose(); TracingAccelerationStructure = null; } }
/// <summary> /// release bake resources. /// </summary> public void ReleaseBakeResource() { if (null != accelerationStructure) { accelerationStructure.Dispose(); accelerationStructure = null; } ReleaseCacheResource(); }
/// <summary> /// dispose. /// </summary> /// <param name="disposing">whether is disposing.</param> protected override void Dispose(bool disposing) { if (null != _tutorial) { _tutorial.Dispose(disposing); _tutorial = null; } foreach (var pair in _PRNGStates) { pair.Value.Release(); } _PRNGStates.Clear(); if (null != _accelerationStructure) { _accelerationStructure.Dispose(); _accelerationStructure = null; } }
protected override void Dispose(bool vIsDisposing) { if (null != _rayTracingTutorial) { _rayTracingTutorial.Dispose(vIsDisposing); _rayTracingTutorial = null; } foreach (var TempPair in _PRNGStates) { TempPair.Value.Release(); } _PRNGStates.Clear(); if (null != _rayTracingAccelerationStructure) { _rayTracingAccelerationStructure.Dispose(); _rayTracingAccelerationStructure = null; } }
/// <summary> /// build acceleration structure. /// </summary> public void BuildAccelerationStructure() { accelerationStructure?.Dispose(); accelerationStructure = new RayTracingAccelerationStructure(); var subMeshFlagArray = new bool[32]; var subMeshCutoffArray = new bool[32]; for (var i = 0; i < 32; ++i) { subMeshFlagArray[i] = true; subMeshCutoffArray[i] = false; } foreach (var r in colliders) { accelerationStructure.AddInstance(r, subMeshFlagArray, subMeshCutoffArray); } accelerationStructure.Build(); }
internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera) { // Clear all the per frame-data m_RayTracingRendererReference.Clear(); m_RayTracingLights.hdDirectionalLightArray.Clear(); m_RayTracingLights.hdPointLightArray.Clear(); m_RayTracingLights.hdLineLightArray.Clear(); m_RayTracingLights.hdRectLightArray.Clear(); m_RayTracingLights.hdLightArray.Clear(); m_RayTracingLights.reflectionProbeArray.Clear(); m_RayTracingLights.lightCount = 0; m_CurrentRAS.Dispose(); m_CurrentRAS = new RayTracingAccelerationStructure(); m_ValidRayTracingState = false; m_ValidRayTracingCluster = false; m_ValidRayTracingClusterCulling = false; m_RayTracedShadowsRequired = false; m_RayTracedContactShadowsRequired = false; // If the camera does not have a ray tracing frame setting // or it is a preview camera (due to the fact that the sphere does not exist as a game object we can't create the RTAS) // we do not want to build a RTAS if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) || hdCamera.camera.cameraType == CameraType.Preview) { return; } // We only support ray traced shadows if the camera supports ray traced shadows bool screenSpaceShadowsSupported = hdCamera.frameSettings.IsEnabled(FrameSettingsField.ScreenSpaceShadows); // fetch all the lights in the scene HDAdditionalLightData[] hdLightArray = UnityEngine.GameObject.FindObjectsOfType <HDAdditionalLightData>(); for (int lightIdx = 0; lightIdx < hdLightArray.Length; ++lightIdx) { HDAdditionalLightData hdLight = hdLightArray[lightIdx]; if (hdLight.enabled) { // Check if there is a ray traced shadow in the scene m_RayTracedShadowsRequired |= (hdLight.useRayTracedShadows && screenSpaceShadowsSupported); m_RayTracedContactShadowsRequired |= (hdLight.useContactShadow.@override && hdLight.rayTraceContactShadow); switch (hdLight.type) { case HDLightType.Directional: m_RayTracingLights.hdDirectionalLightArray.Add(hdLight); break; case HDLightType.Point: case HDLightType.Spot: m_RayTracingLights.hdPointLightArray.Add(hdLight); break; case HDLightType.Area: switch (hdLight.areaLightShape) { case AreaLightShape.Rectangle: m_RayTracingLights.hdRectLightArray.Add(hdLight); break; case AreaLightShape.Tube: m_RayTracingLights.hdLineLightArray.Add(hdLight); break; //TODO: case AreaLightShape.Disc: } break; } } } // Aggregate the shadow requirement bool rayTracedShadows = m_RayTracedShadowsRequired || m_RayTracedContactShadowsRequired; m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdPointLightArray); m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdLineLightArray); m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdRectLightArray); HDAdditionalReflectionData[] reflectionProbeArray = UnityEngine.GameObject.FindObjectsOfType <HDAdditionalReflectionData>(); for (int reflIdx = 0; reflIdx < reflectionProbeArray.Length; ++reflIdx) { HDAdditionalReflectionData reflectionProbe = reflectionProbeArray[reflIdx]; // Add it to the list if enabled if (reflectionProbe.enabled) { m_RayTracingLights.reflectionProbeArray.Add(reflectionProbe); } } m_RayTracingLights.lightCount = m_RayTracingLights.hdPointLightArray.Count + m_RayTracingLights.hdLineLightArray.Count + m_RayTracingLights.hdRectLightArray.Count + m_RayTracingLights.reflectionProbeArray.Count; AmbientOcclusion aoSettings = hdCamera.volumeStack.GetComponent <AmbientOcclusion>(); bool rtAOEnabled = aoSettings.rayTracing.value && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSAO); ScreenSpaceReflection reflSettings = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>(); bool rtREnabled = reflSettings.enabled.value && reflSettings.rayTracing.value && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR); GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent <GlobalIllumination>(); bool rtGIEnabled = giSettings.enable.value && giSettings.rayTracing.value && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSGI); RecursiveRendering recursiveSettings = hdCamera.volumeStack.GetComponent <RecursiveRendering>(); bool rrEnabled = recursiveSettings.enable.value; SubSurfaceScattering sssSettings = hdCamera.volumeStack.GetComponent <SubSurfaceScattering>(); bool rtSSSEnabled = sssSettings.rayTracing.value && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SubsurfaceScattering); PathTracing pathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>(); bool ptEnabled = pathTracingSettings.enable.value; // We need to check if we should be building the ray tracing acceleration structure (if required by any effect) bool rayTracingRequired = rtAOEnabled || rtREnabled || rtGIEnabled || rrEnabled || rtSSSEnabled || ptEnabled || rayTracedShadows; if (!rayTracingRequired) { return; } // We need to process the emissive meshes of the rectangular area lights for (var i = 0; i < m_RayTracingLights.hdRectLightArray.Count; i++) { // Fetch the current renderer of the rectangular area light (if any) MeshRenderer currentRenderer = m_RayTracingLights.hdRectLightArray[i].emissiveMeshRenderer; // If there is none it means that there is no emissive mesh for this light if (currentRenderer == null) { continue; } // This objects should be included into the RAS AddInstanceToRAS(currentRenderer, rayTracedShadows, rtAOEnabled, aoSettings.layerMask.value, rtREnabled, reflSettings.layerMask.value, rtGIEnabled, giSettings.layerMask.value, rrEnabled, recursiveSettings.layerMask.value, ptEnabled, pathTracingSettings.layerMask.value); } int matCount = m_MaterialCRCs.Count; LODGroup[] lodGroupArray = UnityEngine.GameObject.FindObjectsOfType <LODGroup>(); for (var i = 0; i < lodGroupArray.Length; i++) { // Grab the current LOD group LODGroup lodGroup = lodGroupArray[i]; // Get the set of LODs LOD[] lodArray = lodGroup.GetLODs(); for (int lodIdx = 0; lodIdx < lodArray.Length; ++lodIdx) { LOD currentLOD = lodArray[lodIdx]; // We only want to push to the acceleration structure the lod0, we do not have defined way to select the right LOD at the moment if (lodIdx == 0) { for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx) { // Fetch the renderer that we are interested in Renderer currentRenderer = currentLOD.renderers[rendererIdx]; // This objects should but included into the RAS AddInstanceToRAS(currentRenderer, rayTracedShadows, aoSettings.rayTracing.value, aoSettings.layerMask.value, reflSettings.rayTracing.value, reflSettings.layerMask.value, giSettings.rayTracing.value, giSettings.layerMask.value, recursiveSettings.enable.value, recursiveSettings.layerMask.value, pathTracingSettings.enable.value, pathTracingSettings.layerMask.value); } } // Add them to the processed set so that they are not taken into account when processing all the renderers for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx) { Renderer currentRenderer = currentLOD.renderers[rendererIdx]; // Add this fella to the renderer list // Unfortunately, we need to check that this renderer was not already pushed into the list (happens if the user uses the same mesh renderer // for two LODs) if (!m_RayTracingRendererReference.ContainsKey(currentRenderer.GetInstanceID())) { m_RayTracingRendererReference.Add(currentRenderer.GetInstanceID(), 1); } } } } // Grab all the renderers from the scene var rendererArray = UnityEngine.GameObject.FindObjectsOfType <Renderer>(); for (var i = 0; i < rendererArray.Length; i++) { // Fetch the current renderer Renderer currentRenderer = rendererArray[i]; // If it is not active skip it if (currentRenderer.enabled == false) { continue; } // Grab the current game object GameObject gameObject = currentRenderer.gameObject; // Has this object already been processed, just skip it if (m_RayTracingRendererReference.ContainsKey(currentRenderer.GetInstanceID())) { continue; } // Does this object have a reflection probe component? if yes we do not want to have it in the acceleration structure if (gameObject.TryGetComponent <ReflectionProbe>(out reflectionProbe)) { continue; } // This objects should be included into the RAS AddInstanceToRAS(currentRenderer, rayTracedShadows, aoSettings.rayTracing.value, aoSettings.layerMask.value, reflSettings.rayTracing.value, reflSettings.layerMask.value, giSettings.rayTracing.value, giSettings.layerMask.value, recursiveSettings.enable.value, recursiveSettings.layerMask.value, pathTracingSettings.enable.value, pathTracingSettings.layerMask.value); } // Check if the amount of materials being tracked has changed m_MaterialsDirty |= (matCount != m_MaterialCRCs.Count); // build the acceleration structure m_CurrentRAS.Build(); // tag the structures as valid m_ValidRayTracingState = true; }
internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera) { // Clear all the per frame-data m_RayTracingRendererReference.Clear(); m_RayTracingLights.hdDirectionalLightArray.Clear(); m_RayTracingLights.hdPointLightArray.Clear(); m_RayTracingLights.hdLineLightArray.Clear(); m_RayTracingLights.hdRectLightArray.Clear(); m_RayTracingLights.hdLightArray.Clear(); m_RayTracingLights.reflectionProbeArray.Clear(); m_RayTracingLights.lightCount = 0; m_CurrentRAS.Dispose(); m_CurrentRAS = new RayTracingAccelerationStructure(); m_ValidRayTracingState = false; m_ValidRayTracingCluster = false; bool rayTracedShadow = false; // fetch all the lights in the scene HDAdditionalLightData[] hdLightArray = UnityEngine.GameObject.FindObjectsOfType <HDAdditionalLightData>(); for (int lightIdx = 0; lightIdx < hdLightArray.Length; ++lightIdx) { HDAdditionalLightData hdLight = hdLightArray[lightIdx]; if (hdLight.enabled) { // Check if there is a ray traced shadow in the scene rayTracedShadow |= (hdLight.useRayTracedShadows || (hdLight.useContactShadow.@override && hdLight.rayTraceContactShadow)); switch (hdLight.type) { case HDLightType.Directional: m_RayTracingLights.hdDirectionalLightArray.Add(hdLight); break; case HDLightType.Point: case HDLightType.Spot: m_RayTracingLights.hdPointLightArray.Add(hdLight); break; case HDLightType.Area: switch (hdLight.areaLightShape) { case AreaLightShape.Rectangle: m_RayTracingLights.hdRectLightArray.Add(hdLight); break; case AreaLightShape.Tube: m_RayTracingLights.hdLineLightArray.Add(hdLight); break; //TODO: case AreaLightShape.Disc: } break; } } } m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdPointLightArray); m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdLineLightArray); m_RayTracingLights.hdLightArray.AddRange(m_RayTracingLights.hdRectLightArray); HDAdditionalReflectionData[] reflectionProbeArray = UnityEngine.GameObject.FindObjectsOfType <HDAdditionalReflectionData>(); for (int reflIdx = 0; reflIdx < reflectionProbeArray.Length; ++reflIdx) { HDAdditionalReflectionData reflectionProbe = reflectionProbeArray[reflIdx]; // Add it to the list if enabled if (reflectionProbe.enabled) { m_RayTracingLights.reflectionProbeArray.Add(reflectionProbe); } } m_RayTracingLights.lightCount = m_RayTracingLights.hdPointLightArray.Count + m_RayTracingLights.hdLineLightArray.Count + m_RayTracingLights.hdRectLightArray.Count + m_RayTracingLights.reflectionProbeArray.Count; AmbientOcclusion aoSettings = hdCamera.volumeStack.GetComponent <AmbientOcclusion>(); ScreenSpaceReflection reflSettings = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>(); GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent <GlobalIllumination>(); RecursiveRendering recursiveSettings = hdCamera.volumeStack.GetComponent <RecursiveRendering>(); PathTracing pathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>(); LODGroup[] lodGroupArray = UnityEngine.GameObject.FindObjectsOfType <LODGroup>(); for (var i = 0; i < lodGroupArray.Length; i++) { // Grab the current LOD group LODGroup lodGroup = lodGroupArray[i]; // Get the set of LODs LOD[] lodArray = lodGroup.GetLODs(); for (int lodIdx = 0; lodIdx < lodArray.Length; ++lodIdx) { LOD currentLOD = lodArray[lodIdx]; // We only want to push to the acceleration structure the lod0, we do not have defined way to select the right LOD at the moment if (lodIdx == 0) { for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx) { // Fetch the renderer that we are interested in Renderer currentRenderer = currentLOD.renderers[rendererIdx]; // This objects should but included into the RAS AddInstanceToRAS(currentRenderer, rayTracedShadow, aoSettings.rayTracing.value, aoSettings.layerMask.value, reflSettings.rayTracing.value, reflSettings.layerMask.value, giSettings.rayTracing.value, giSettings.layerMask.value, recursiveSettings.enable.value, recursiveSettings.layerMask.value, pathTracingSettings.enable.value, pathTracingSettings.layerMask.value); } } // Add them to the processed set so that they are not taken into account when processing all the renderers for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx) { Renderer currentRenderer = currentLOD.renderers[rendererIdx]; // Add this fella to the renderer list m_RayTracingRendererReference.Add(currentRenderer.GetInstanceID(), 1); } } } // Grab all the renderers from the scene var rendererArray = UnityEngine.GameObject.FindObjectsOfType <Renderer>(); for (var i = 0; i < rendererArray.Length; i++) { // Fetch the current renderer Renderer currentRenderer = rendererArray[i]; // If it is not active skip it if (currentRenderer.enabled == false) { continue; } // Grab the current game object GameObject gameObject = currentRenderer.gameObject; // Has this object already been processed, just skip it if (m_RayTracingRendererReference.ContainsKey(currentRenderer.GetInstanceID())) { continue; } // Does this object have a reflection probe component? if yes we do not want to have it in the acceleration structure if (gameObject.TryGetComponent <ReflectionProbe>(out reflectionProbe)) { continue; } // This objects should but included into the RAS AddInstanceToRAS(currentRenderer, rayTracedShadow, aoSettings.rayTracing.value, aoSettings.layerMask.value, reflSettings.rayTracing.value, reflSettings.layerMask.value, giSettings.rayTracing.value, giSettings.layerMask.value, recursiveSettings.enable.value, recursiveSettings.layerMask.value, pathTracingSettings.enable.value, pathTracingSettings.layerMask.value); } // build the acceleration structure m_CurrentRAS.Build(); // tag the structures as valid m_ValidRayTracingState = true; }
protected override void Cleanup() { _outlineRAS?.Dispose(); _outlineMask?.Release(); }