예제 #1
0
        void BindRayTracedReflectionData(CommandBuffer cmd, HDCamera hdCamera, HDRaytracingEnvironment rtEnvironment, RayTracingShader reflectionShader, ScreenSpaceReflection settings, LightCluster lightClusterSettings)
        {
            // Grab the acceleration structures and the light cluster to use
            RayTracingAccelerationStructure accelerationStructure = m_RayTracingManager.RequestAccelerationStructure(rtEnvironment.reflLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RayTracingManager.RequestLightCluster(rtEnvironment.reflLayerMask);
            BlueNoise blueNoise = m_RayTracingManager.GetBlueNoiseManager();

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

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

            // Global reflection parameters
            cmd.SetRayTracingFloatParams(reflectionShader, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);
            cmd.SetRayTracingFloatParams(reflectionShader, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
            cmd.SetRayTracingIntParams(reflectionShader, HDShaderIDs._RaytracingIncludeSky, settings.reflectSky.value ? 1 : 0);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, settings.rayLength.value);
            cmd.SetRayTracingIntParams(reflectionShader, HDShaderIDs._RaytracingNumSamples, settings.sampleCount.value);
            int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8;

            cmd.SetRayTracingIntParam(reflectionShader, HDShaderIDs._RaytracingFrameIndex, frameIndex);

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

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrLightingTextureRW, m_ReflIntermediateTexture0);
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrHitPointTexture, m_ReflIntermediateTexture1);
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

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

            // Compute the pixel spread value
            float pixelSpreadAngle = Mathf.Atan(2.0f * Mathf.Tan(hdCamera.camera.fieldOfView * Mathf.PI / 360.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight));

            cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle);

            // Bind the lightLoop data
            lightCluster.BindLightClusterData(cmd);

            // Note: Just in case, we rebind the directional light data (in case they were not)
            cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_LightLoopLightData.directionalLightData);
            cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, m_lightList.directionalLights.Count);

            // Evaluate the clear coat mask texture based on the lit shader mode
            RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();

            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

            // Set the number of bounces for reflections
            cmd.SetGlobalInt(HDShaderIDs._RaytracingMaxRecursion, settings.bounceCount.value);

            // Set the data for the ray miss
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SkyTexture, m_SkyManager.skyReflection);
        }
        void BindRayTracedReflectionData(CommandBuffer cmd, HDCamera hdCamera, RayTracingShader reflectionShader, ScreenSpaceReflection settings, LightCluster lightClusterSettings, RayTracingSettings rtSettings
                                         , RTHandle outputLightingBuffer, RTHandle outputHitPointBuffer)
        {
            // Grab the acceleration structures and the light cluster to use
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            BlueNoise blueNoise = GetBlueNoiseManager();

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

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

            // Global reflection parameters
            cmd.SetRayTracingFloatParams(reflectionShader, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);
            cmd.SetRayTracingFloatParams(reflectionShader, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
            cmd.SetRayTracingFloatParams(reflectionShader, HDShaderIDs._RaytracingReflectionSmoothnessFadeStart, settings.smoothnessFadeStart.value);
            cmd.SetRayTracingIntParams(reflectionShader, HDShaderIDs._RaytracingIncludeSky, settings.reflectSky.value ? 1 : 0);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtSettings.rayBias.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, settings.rayLength.value);
            cmd.SetRayTracingIntParams(reflectionShader, HDShaderIDs._RaytracingNumSamples, settings.sampleCount.value);
            int frameIndex = RayTracingFrameIndex(hdCamera);

            cmd.SetRayTracingIntParam(reflectionShader, HDShaderIDs._RaytracingFrameIndex, frameIndex);

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

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrLightingTextureRW, outputLightingBuffer);
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrHitPointTexture, outputHitPointBuffer);
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
            cmd.SetGlobalTexture(HDShaderIDs._StencilTexture, sharedRTManager.GetDepthStencilBuffer(), RenderTextureSubElement.Stencil);
            cmd.SetRayTracingIntParams(reflectionShader, HDShaderIDs._SsrStencilBit, (int)StencilUsage.TraceReflectionRay);

            // Set ray count tex
            RayCountManager rayCountManager = GetRayCountManager();

            cmd.SetRayTracingIntParam(reflectionShader, HDShaderIDs._RayCountEnabled, rayCountManager.RayCountIsEnabled());
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture());

            // Compute the pixel spread value
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

            // Bind the lightLoop data
            lightCluster.BindLightClusterData(cmd);

            // Note: Just in case, we rebind the directional light data (in case they were not)
            cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_LightLoopLightData.directionalLightData);
            cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, m_lightList.directionalLights.Count);

            // Evaluate the clear coat mask texture based on the lit shader mode
            RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();

            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

            // Set the number of bounces for reflections
            cmd.SetGlobalInt(HDShaderIDs._RaytracingMaxRecursion, settings.bounceCount.value);

            // Set the data for the ray miss
            cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));
        }
예제 #3
0
        void RenderSubsurfaceScattering(HDCamera hdCamera, CommandBuffer cmd, RTHandle colorBufferRT,
                                        RTHandle diffuseBufferRT, RTHandle depthStencilBufferRT, RTHandle depthTextureRT)
        {
            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.SubsurfaceScattering))
            {
                return;
            }

            var settings = hdCamera.volumeStack.GetComponent <SubSurfaceScattering>();

            // If ray tracing is enabled for the camera, if the volume override is active and if the RAS is built, we want to do ray traced SSS
            if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && settings.rayTracing.value && GetRayTracingState())
            {
                using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SubsurfaceScattering)))
                {
                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesXHR  = (hdCamera.actualWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYHR  = (hdCamera.actualHeight + (areaTileSize - 1)) / areaTileSize;

                    // Clear the integration texture first
                    cmd.SetComputeTextureParam(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, HDShaderIDs._RaytracedShadowIntegration, diffuseBufferRT);
                    cmd.DispatchCompute(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                    // Fetch the volume overrides that we shall be using
                    RayTracingShader   subSurfaceShader   = m_Asset.renderPipelineRayTracingResources.subSurfaceRayTracing;
                    RayTracingSettings rayTracingSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();
                    ComputeShader      deferredRayTracing = m_Asset.renderPipelineRayTracingResources.deferredRaytracingCS;

                    // Fetch all the intermediate buffers that we need
                    RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
                    RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);
                    RTHandle intermediateBuffer2 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA2);
                    RTHandle intermediateBuffer3 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA3);

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

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

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

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

                    // For every sample that we need to process
                    for (int sampleIndex = 0; sampleIndex < settings.sampleCount.value; ++sampleIndex)
                    {
                        // Inject the ray generation data
                        cmd.SetRayTracingFloatParams(subSurfaceShader, HDShaderIDs._RaytracingRayBias, rayTracingSettings.rayBias.value);
                        cmd.SetRayTracingIntParams(subSurfaceShader, HDShaderIDs._RaytracingNumSamples, settings.sampleCount.value);
                        cmd.SetRayTracingIntParams(subSurfaceShader, HDShaderIDs._RaytracingSampleIndex, sampleIndex);
                        int frameIndex = RayTracingFrameIndex(hdCamera);
                        cmd.SetRayTracingIntParam(subSurfaceShader, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                        // Bind the textures for ray generation
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._DepthTexture, sharedRTManager.GetDepthStencilBuffer());
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._NormalBufferTexture, sharedRTManager.GetNormalBuffer());
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0));
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1));
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2));
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3));
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._SSSBufferTexture, m_SSSColor);
                        cmd.SetGlobalTexture(HDShaderIDs._StencilTexture, sharedRTManager.GetDepthStencilBuffer(), RenderTextureSubElement.Stencil);

                        // Set the output textures
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._ThroughputTextureRW, intermediateBuffer0);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._NormalTextureRW, intermediateBuffer1);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._PositionTextureRW, intermediateBuffer2);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._DiffuseLightingTextureRW, intermediateBuffer3);

                        // Run the computation
                        cmd.DispatchRays(subSurfaceShader, m_RayGenSubSurfaceShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount);

                        // Now let's do the deferred shading pass on the samples
                        // TODO: Do this only once in the init pass
                        int currentKernel = deferredRayTracing.FindKernel("RaytracingDiffuseDeferred");

                        // Bind the lightLoop data
                        HDRaytracingLightCluster lightCluster = RequestLightCluster();
                        lightCluster.BindLightClusterData(cmd);

                        // Bind the input textures
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._DepthTexture, sharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._ThroughputTextureRW, intermediateBuffer0);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._NormalTextureRW, intermediateBuffer1);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._PositionTextureRW, intermediateBuffer2);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._DiffuseLightingTextureRW, intermediateBuffer3);

                        // Bind the output texture (it is used for accumulation read and write)
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._RaytracingLitBufferRW, diffuseBufferRT);

                        // Compute the Lighting
                        cmd.DispatchCompute(deferredRayTracing, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);
                    }

                    // 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 = 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;

                    // Apply temporal filtering to the buffer
                    HDTemporalFilter temporalFilter = GetTemporalFilter();
                    temporalFilter.DenoiseBuffer(cmd, hdCamera, diffuseBufferRT, subsurfaceHistory, intermediateBuffer0, singleChannel: false, historyValidity: historyValidity);

                    // Push this version of the texture for debug
                    PushFullScreenDebugTexture(hdCamera, cmd, intermediateBuffer0, FullScreenDebugMode.RayTracedSubSurface);

                    // Combine it with the rest of the lighting
                    m_CombineLightingPass.SetTexture(HDShaderIDs._IrradianceSource, intermediateBuffer0);
                    HDUtils.DrawFullScreen(cmd, m_CombineLightingPass, colorBufferRT, depthStencilBufferRT, shaderPassId: 1);
                }
            }
            else
            {
                using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SubsurfaceScattering)))
                {
                    var parameters = PrepareSubsurfaceScatteringParameters(hdCamera);
                    var resources  = new SubsurfaceScatteringResources();
                    resources.colorBuffer           = colorBufferRT;
                    resources.diffuseBuffer         = diffuseBufferRT;
                    resources.depthStencilBuffer    = depthStencilBufferRT;
                    resources.depthTexture          = depthTextureRT;
                    resources.cameraFilteringBuffer = m_SSSCameraFilteringBuffer;
                    resources.coarseStencilBuffer   = m_SharedRTManager.GetCoarseStencilBuffer();
                    resources.sssBuffer             = m_SSSColor;

                    // For Jimenez we always need an extra buffer, for Disney it depends on platform
                    if (parameters.needTemporaryBuffer)
                    {
                        // Clear the SSS filtering target
                        using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.ClearSSSFilteringTarget)))
                        {
                            CoreUtils.SetRenderTarget(cmd, m_SSSCameraFilteringBuffer, ClearFlag.Color, Color.clear);
                        }
                    }

                    RenderSubsurfaceScattering(parameters, resources, cmd);
                }
            }
        }
        void RaytracingRecursiveRender(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, CullingResults cull)
        {
            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing))
            {
                return;
            }

            RecursiveRendering recursiveSettings = hdCamera.volumeStack.GetComponent <RecursiveRendering>();

            if (!recursiveSettings.enable.value)
            {
                return;
            }

            // Recursive rendering works as follow:
            // - Shader have a _RayTracing property
            // When this property is setup to true, a RayTracingPrepass pass on the material is enabled (otherwise it is disabled)
            // - Before prepass we render all object with a RayTracingPrepass pass enabled into the depth buffer for performance saving.
            // Note that we will exclude from the rendering of DepthPrepass, GBuffer and Forward pass the raytraced objects but not from
            // motion vector pass, so we can still benefit from motion vector. This is handled in VertMesh.hlsl (see below).
            // However currently when rendering motion vector this will tag the stencil for deferred lighting, and thus could produce overshading.
            // - After Transparent Depth pass we render all object with a RayTracingPrepass pass enabled into output a mask buffer (need to depth test but not to write depth)
            // Note: we render two times: one to save performance and the other to write the mask, otherwise if we write the mask in the first pass it
            // will not take into account the objects which could render on top of the raytracing one (If we want to do that we need to perform the pass after that
            // the depth buffer is ready, which is after the Gbuffer pass, so we can't save performance).
            // - During RaytracingRecursiveRender we perform a RayTracingRendering.raytrace call on all pixel tag in the mask
            // It is require to exclude mesh from regular pass to save performance (for opaque) and get correct result (for transparent)
            // For this we cull the mesh by setuping their position to NaN if _RayTracing is true and _EnableRecursiveRayTracing true.
            // We use this method to avoid to have to deal with RenderQueue and it allow to dynamically disabled Recursive rendering
            // and fallback to classic rasterize transparent this way. The code for the culling is in VertMesh()
            // If raytracing is disable _EnableRecursiveRayTracing is set to false and no culling happen.
            // Objects are still render in shadow and motion vector pass to keep their properties.

            // We render Recursive render object before transparent, so transparent object can be overlayed on top
            // like lens flare on top of headlight. We write the depth, so it correctly z-test object behind as recursive rendering
            // re-render everything (Mean we should also support fog and sky into it).

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RayTracingRecursiveRendering)))
            {
                RayTracingShader   forwardShader        = m_Asset.renderPipelineRayTracingResources.forwardRaytracing;
                LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
                RayTracingSettings rtSettings           = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

                // Grab the acceleration structure and the list of HD lights for the target camera
                RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
                HDRaytracingLightCluster        lightCluster          = RequestLightCluster();

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

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

                // Inject the ray-tracing sampling data
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambledRGBATex);
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

                // Inject the ray generation data
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtSettings.rayBias.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, recursiveSettings.rayLength.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, recursiveSettings.maxDepth.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

                // Set the data for the ray generation

                // Fecth the temporary buffers we shall be using
                RTHandle flagBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.R0);
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingFlagMask, flagBuffer);
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._CameraColorTextureRW, m_CameraColorBuffer);

                // Set ray count texture
                RayCountManager rayCountManager = GetRayCountManager();
                cmd.SetGlobalInt(HDShaderIDs._RayCountEnabled, rayCountManager.RayCountIsEnabled());
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture());

                // Compute an approximate pixel spread angle value (in radians)
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

                // LightLoop data
                lightCluster.BindLightClusterData(cmd);

                // Note: Just in case, we rebind the directional light data (in case they were not)
                cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_LightLoopLightData.directionalLightData);

                // Set the data for the ray miss
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));

                // If this is the right debug mode and we have at least one light, write the first shadow to the de-noised texture
                RTHandle debugBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
                cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingPrimaryDebug, debugBuffer);

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

                HDRenderPipeline hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);
                hdrp.PushFullScreenDebugTexture(hdCamera, cmd, debugBuffer, FullScreenDebugMode.RecursiveRayTracing);
            }
        }
예제 #5
0
        public void RaytracingRecursiveRender(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, CullingResults cull)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironment     = m_RayTracingManager.CurrentEnvironment();
            RecursiveRendering      recursiveSettings = VolumeManager.instance.stack.GetComponent <RecursiveRendering>();

            // Check the validity of the state before computing the effect
            bool invalidState = !hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) ||
                                rtEnvironment == null ||
                                !recursiveSettings.enable.value ||
                                m_Asset.currentPlatformRenderPipelineSettings.supportedRaytracingTier == RenderPipelineSettings.RaytracingTier.Tier1;

            // If any resource or game-object is missing We stop right away
            if (invalidState)
            {
                return;
            }

            HDRenderPipeline renderPipeline       = m_RayTracingManager.GetRenderPipeline();
            RayTracingShader forwardShader        = m_Asset.renderPipelineRayTracingResources.forwardRaytracing;
            Shader           raytracingMask       = m_Asset.renderPipelineRayTracingResources.raytracingFlagMask;
            LightCluster     lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = m_RayTracingManager.RequestAccelerationStructure(rtEnvironment.raytracedLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RayTracingManager.RequestLightCluster(rtEnvironment.raytracedLayerMask);

            if (m_RaytracingFlagMaterial == null)
            {
                m_RaytracingFlagMaterial = CoreUtils.CreateEngineMaterial(raytracingMask);
            }

            // Before going into raytracing, we need to flag which pixels needs to be raytracing
            EvaluateRaytracingMask(cull, hdCamera, cmd, renderContext);

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

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

            // Inject the ray-tracing sampling data
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambledRGBATex);
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, recursiveSettings.rayLength.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, recursiveSettings.maxDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

            // Set the data for the ray generation
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingFlagMask, m_RaytracingFlagTarget);
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._CameraColorTextureRW, m_CameraColorBuffer);

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

            // Compute an approximate pixel spread angle value (in radians)
            float pixelSpreadAngle = hdCamera.camera.fieldOfView * (Mathf.PI / 180.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight);

            cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle);

            // LightLoop data
            cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
            cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
            cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
            cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
            cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, lightClusterSettings.maxNumLightsPercell.value);
            cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
            cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

            // Note: Just in case, we rebind the directional light data (in case they were not)
            cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, renderPipeline.m_LightLoopLightData.directionalLightData);
            cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, renderPipeline.m_lightList.directionalLights.Count);

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

            // If this is the right debug mode and we have at least one light, write the first shadow to the de-noised texture
            HDRenderPipeline hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);

            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingPrimaryDebug, m_DebugRaytracingTexture);
            hdrp.PushFullScreenDebugTexture(hdCamera, cmd, m_DebugRaytracingTexture, FullScreenDebugMode.RecursiveTracing);

            // Run the computation
            cmd.DispatchRays(forwardShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
        }
예제 #6
0
        void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            RayTracingShader pathTracingShader   = m_Asset.renderPipelineRayTracingResources.pathTracing;
            PathTracing      pathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();

            // Check the validity of the state before computing the effect
            if (!pathTracingShader || !pathTracingSettings.enable.value)
            {
                return;
            }

            // Inject the ray-tracing sampling data
            BlueNoise blueNoiseManager = GetBlueNoiseManager();

            blueNoiseManager.BindDitheredRNGData256SPP(cmd);

            // Grab the history buffer (hijack the reflections one)
            RTHandle history = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.PathTracing)
                               ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.PathTracing, PathTracingHistoryBufferAllocatorFunction, 1);

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
            RayTracingSettings rayTracingSettings   = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            // Define the shader pass to use for the path tracing pass
            cmd.SetRayTracingShaderPass(pathTracingShader, "PathTracingDXR");

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

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

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rayTracingSettings.rayBias.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingNumSamples, pathTracingSettings.maximumSamples.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMinRecursion, pathTracingSettings.minimumDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, pathTracingSettings.maximumDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, pathTracingSettings.maximumIntensity.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

            // Set the data for the ray generation
            //cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._CameraColorTextureRW, outputTexture);
            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameCount);

            // Compute an approximate pixel spread angle value (in radians)
            cmd.SetRayTracingFloatParam(pathTracingShader, HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

            // LightLoop data
            cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
            cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
            cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
            cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
            cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, lightClusterSettings.maxNumLightsPercell.value);
            cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
            cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

            // Set the data for the ray miss
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));

            // Additional data for path tracing
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._AccumulatedFrameTexture, history);
            cmd.SetRayTracingMatrixParam(pathTracingShader, HDShaderIDs._PixelCoordToViewDirWS, hdCamera.mainViewConstants.pixelCoordToViewDirWS);

            // Run the computation
            cmd.DispatchRays(pathTracingShader, m_PathTracingRayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
        }
예제 #7
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        void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture)
        {
            RayTracingShader pathTracingShader = m_Asset.renderPipelineRayTracingResources.pathTracing;

            m_PathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();

            // Check the validity of the state before moving on with the computation
            if (!pathTracingShader || !m_PathTracingSettings.enable.value)
            {
                return;
            }

            CheckDirtiness(hdCamera);

            // Inject the ray-tracing sampling data
            BlueNoise blueNoiseManager = GetBlueNoiseManager();

            blueNoiseManager.BindDitheredRNGData256SPP(cmd);

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
            RayTracingSettings rayTracingSettings   = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            if (!m_SubFrameManager.isRecording)
            {
                // If we are recording, the max iteration is set/overridden by the subframe manager, otherwise we read it from the path tracing volume
                m_SubFrameManager.subFrameCount = (uint)m_PathTracingSettings.maximumSamples.value;
            }

#if UNITY_HDRP_DXR_TESTS_DEFINE
            if (Application.isPlaying)
            {
                m_SubFrameManager.subFrameCount = 1;
            }
#endif

            uint currentIteration = m_SubFrameManager.iteration;
            if (currentIteration < m_SubFrameManager.subFrameCount)
            {
                // Define the shader pass to use for the path tracing pass
                cmd.SetRayTracingShaderPass(pathTracingShader, "PathTracingDXR");

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

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

                // Inject the ray generation data
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingNumSamples, m_SubFrameManager.subFrameCount);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingMinRecursion, m_PathTracingSettings.minimumDepth.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, m_PathTracingSettings.maximumDepth.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, m_PathTracingSettings.maximumIntensity.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rayTracingSettings.rayBias.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

                // Set the data for the ray generation
                cmd.SetGlobalInt(HDShaderIDs._RaytracingSampleIndex, (int)m_SubFrameManager.iteration);

                // Compute an approximate pixel spread angle value (in radians)
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

                // LightLoop data
                cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
                cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
                cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
                cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
                cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, lightClusterSettings.maxNumLightsPercell.value);
                cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
                cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

                // Set the data for the ray miss
                cmd.SetRayTracingIntParam(pathTracingShader, HDShaderIDs._RaytracingCameraSkyEnabled, m_CameraSkyEnabled ? 1 : 0);
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._RaytracingCameraClearColor, hdCamera.backgroundColorHDR);
                cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));

                // Additional data for path tracing
                cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._RadianceTexture, m_RadianceTexture);
                cmd.SetRayTracingMatrixParam(pathTracingShader, HDShaderIDs._PixelCoordToViewDirWS, hdCamera.mainViewConstants.pixelCoordToViewDirWS);
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._PathTracedDoFConstants, ComputeDoFConstants(hdCamera, m_PathTracingSettings));
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._InvViewportScaleBias, HDUtils.ComputeInverseViewportScaleBias(hdCamera));

                // Run the computation
                cmd.DispatchRays(pathTracingShader, "RayGen", (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
            }
            RenderAccumulation(hdCamera, cmd, m_RadianceTexture, outputTexture, true);
        }
예제 #8
0
        void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture)
        {
            RayTracingShader pathTracingShader = m_Asset.renderPipelineRayTracingResources.pathTracing;

            m_PathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();

            // Check the validity of the state before moving on with the computation
            if (!pathTracingShader || !m_PathTracingSettings.enable.value)
            {
                return;
            }

            if (hdCamera.viewCount > 1)
            {
                Debug.LogError("Path Tracing is not supported when using XR single-pass rendering.");
                return;
            }

            CheckDirtiness(hdCamera);

            // Inject the ray-tracing sampling data
            BlueNoise blueNoiseManager = GetBlueNoiseManager();

            blueNoiseManager.BindDitheredRNGData256SPP(cmd);

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            LightCluster lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();

            if (!m_SubFrameManager.isRecording)
            {
                // If we are recording, the max iteration is set/overridden by the subframe manager, otherwise we read it from the path tracing volume
                m_SubFrameManager.subFrameCount = (uint)m_PathTracingSettings.maximumSamples.value;
            }

#if UNITY_HDRP_DXR_TESTS_DEFINE
            if (Application.isPlaying)
            {
                m_SubFrameManager.subFrameCount = 1;
            }
#endif

            CameraData camData = m_SubFrameManager.GetCameraData(hdCamera.camera.GetInstanceID());
            if (camData.currentIteration < m_SubFrameManager.subFrameCount)
            {
                // Define the shader pass to use for the path tracing pass
                cmd.SetRayTracingShaderPass(pathTracingShader, "PathTracingDXR");

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

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

                // Update the global constant buffer
                m_ShaderVariablesRayTracingCB._RaytracingNumSamples     = (int)m_SubFrameManager.subFrameCount;
                m_ShaderVariablesRayTracingCB._RaytracingMinRecursion   = m_PathTracingSettings.minimumDepth.value;
                m_ShaderVariablesRayTracingCB._RaytracingMaxRecursion   = m_PathTracingSettings.maximumDepth.value;
                m_ShaderVariablesRayTracingCB._RaytracingIntensityClamp = m_PathTracingSettings.maximumIntensity.value;
                m_ShaderVariablesRayTracingCB._RaytracingSampleIndex    = (int)camData.currentIteration;
                ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing);

                // LightLoop data
                cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
                cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());

                // Set the data for the ray miss
                cmd.SetRayTracingIntParam(pathTracingShader, HDShaderIDs._RaytracingCameraSkyEnabled, camData.skyEnabled ? 1 : 0);
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._RaytracingCameraClearColor, hdCamera.backgroundColorHDR);
                cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));

                // Additional data for path tracing
                cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._RadianceTexture, m_RadianceTexture);
                cmd.SetRayTracingMatrixParam(pathTracingShader, HDShaderIDs._PixelCoordToViewDirWS, hdCamera.mainViewConstants.pixelCoordToViewDirWS);
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._PathTracedDoFConstants, ComputeDoFConstants(hdCamera, m_PathTracingSettings));

                // Run the computation
                cmd.DispatchRays(pathTracingShader, "RayGen", (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
            }
            RenderAccumulation(hdCamera, m_RadianceTexture, outputTexture, true, cmd);
        }
예제 #9
0
        public void PathTracingRender(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            HDRaytracingEnvironment rtEnvironment     = m_RayTracingManager.CurrentEnvironment();
            HDRenderPipeline        renderPipeline    = m_RayTracingManager.GetRenderPipeline();
            RayTracingShader        pathTracingShader = m_Asset.renderPipelineRayTracingResources.pathTracing;

            PathTracing  pathTracingSettings  = VolumeManager.instance.stack.GetComponent <PathTracing>();
            LightCluster lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();

            // Check the validity of the state before computing the effect
            bool invalidState = rtEnvironment == null || !pathTracingSettings.enable.value || pathTracingShader == null ||
                                m_Asset.renderPipelineResources.textures.owenScrambled256Tex == null ||
                                m_Asset.renderPipelineResources.textures.scramblingTex == null;

            // If any resource or game-object is missing We stop right away
            if (invalidState)
            {
                return;
            }

            // Grab the history buffer (hijack the reflections one)
            RTHandle history = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.PathTracing)
                               ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.PathTracing, PathTracingHistoryBufferAllocatorFunction, 1);

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = m_RayTracingManager.RequestAccelerationStructure(rtEnvironment.raytracedLayerMask);
            HDRaytracingLightCluster        lightCluster          = m_RayTracingManager.RequestLightCluster(rtEnvironment.raytracedLayerMask);

            // Define the shader pass to use for the path tracing pass
            cmd.SetRayTracingShaderPass(pathTracingShader, "PathTracingDXR");

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

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

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtEnvironment.rayBias);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingNumSamples, pathTracingSettings.maxSamples.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMinRecursion, pathTracingSettings.minDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, pathTracingSettings.maxDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, pathTracingSettings.maxIntensity.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

            // Set the data for the ray generation
            //cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._CameraColorTextureRW, outputTexture);
            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameCount);

            // Compute an approximate pixel spread angle value (in radians)
            float pixelSpreadAngle = hdCamera.camera.fieldOfView * (Mathf.PI / 180.0f) / Mathf.Min(hdCamera.actualWidth, hdCamera.actualHeight);

            cmd.SetRayTracingFloatParam(pathTracingShader, HDShaderIDs._RaytracingPixelSpreadAngle, pixelSpreadAngle);

            // LightLoop data
            cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
            cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
            cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
            cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
            cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, lightClusterSettings.maxNumLightsPercell.value);
            cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
            cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

            // Note: directional lights are not supported atm
            //cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, renderPipeline.directionalLightDatas);
            //cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, renderPipeline.m_lightList.directionalLights.Count);

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

            // Additional data for path tracing
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._AccumulatedFrameTexture, history);
            cmd.SetRayTracingMatrixParam(pathTracingShader, HDShaderIDs._PixelCoordToViewDirWS, hdCamera.mainViewConstants.pixelCoordToViewDirWS);

            // Run the computation
            cmd.DispatchRays(pathTracingShader, m_PathTracingRayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
        }