internal void InitRayTracingManager() { // Init the denoisers m_TemporalFilter.Init(m_Asset.renderPipelineRayTracingResources, m_SharedRTManager, this); m_SimpleDenoiser.Init(m_Asset.renderPipelineRayTracingResources, m_SharedRTManager, this); m_DiffuseDenoiser.Init(m_Asset.renderPipelineResources, m_Asset.renderPipelineRayTracingResources, m_SharedRTManager, this); m_ReflectionDenoiser.Init(m_Asset.renderPipelineRayTracingResources, m_SharedRTManager, this); m_DiffuseShadowDenoiser.Init(m_Asset.renderPipelineRayTracingResources, m_SharedRTManager, this); // Init the ray count manager m_RayCountManager.Init(m_Asset.renderPipelineRayTracingResources); // Build the light cluster m_RayTracingLightCluster.Initialize(this); // Allocate the direction and instance buffers m_RayTracingDirectionBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RaytracingDirectionBuffer"); m_RayTracingDistanceBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R32_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RaytracingDistanceBuffer"); // Allocate the intermediate buffers m_RayTracingIntermediateBufferR0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8_SNorm, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferR0"); m_RayTracingIntermediateBufferR1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8_SNorm, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferR1"); m_RayTracingIntermediateBufferRG0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRG0"); m_RayTracingIntermediateBufferRG1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRG1"); m_RayTracingIntermediateBufferRGBA0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA0"); m_RayTracingIntermediateBufferRGBA1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA1"); m_RayTracingIntermediateBufferRGBA2 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA2"); m_RayTracingIntermediateBufferRGBA3 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA3"); }
internal void InitRayTracingManager() { // Init the ray count manager m_RayCountManager = new RayCountManager(); m_RayCountManager.Init(m_Asset.renderPipelineRayTracingResources); // Build the light cluster m_RayTracingLightCluster = new HDRaytracingLightCluster(); m_RayTracingLightCluster.Initialize(this); }
internal void InitRayTracingManager() { // Init the ray count manager m_RayCountManager = new RayCountManager(); m_RayCountManager.Init(HDRenderPipelineGlobalSettings.instance.renderPipelineRayTracingResources); // Build the light cluster m_RayTracingLightCluster = new HDRaytracingLightCluster(); m_RayTracingLightCluster.Initialize(this); }
public void InitRayTracingManager() { // Init the denoisers m_TemporalFilter.Init(m_Asset.renderPipelineRayTracingResources, m_SharedRTManager); m_SimpleDenoiser.Init(m_Asset.renderPipelineRayTracingResources, m_SharedRTManager); m_DiffuseDenoiser.Init(m_Asset.renderPipelineResources, m_Asset.renderPipelineRayTracingResources, m_SharedRTManager); // Init the ray count manager m_RayCountManager.Init(m_Asset.renderPipelineRayTracingResources); // Build the light cluster m_RayTracingLightCluster.Initialize(this); }
internal void InitRayTracingManager() { // Init the ray count manager m_RayCountManager = new RayCountManager(); m_RayCountManager.Init(m_GlobalSettings.renderPipelineRayTracingResources); // Initialize the light cluster m_RayTracingLightCluster = new HDRaytracingLightCluster(); m_RayTracingLightCluster.Initialize(this); // Initialize the RTAS manager m_RTASManager = new HDRTASManager(); m_RTASManager.Initialize(); }
public void Init(RenderPipelineSettings settings, RenderPipelineResources rpResources, HDRenderPipelineRayTracingResources rayTracingResources, BlueNoise blueNoise, HDRenderPipeline renderPipeline, SharedRTManager sharedRTManager, DebugDisplaySettings currentDebugDisplaySettings) { // Keep track of the resources m_Resources = rpResources; m_RTResources = rayTracingResources; // Keep track of the settings m_Settings = settings; // Keep track of the render pipeline m_RenderPipeline = renderPipeline; // Keep track of the shared RT manager m_SharedRTManager = sharedRTManager; // Keep track of the blue noise manager m_BlueNoise = blueNoise; // Create the list of environments m_Environments = new List <HDRaytracingEnvironment>(); // Grab all the ray-tracing graphs that have been created before (in case the order of initialization has not been respected, which happens when we open unity the first time) HDRaytracingEnvironment[] environmentArray = Object.FindObjectsOfType <HDRaytracingEnvironment>(); for (int envIdx = 0; envIdx < environmentArray.Length; ++envIdx) { RegisterEnvironment(environmentArray[envIdx]); } // Init the denoisers m_TemporalFilter.Init(rayTracingResources, m_SharedRTManager); m_SimpleDenoiser.Init(rayTracingResources, m_SharedRTManager); m_DiffuseDenoiser.Init(rpResources, rayTracingResources, m_SharedRTManager); // Init the ray count manager m_RayCountManager.Init(rayTracingResources, currentDebugDisplaySettings); #if UNITY_EDITOR // We need to invalidate the acceleration structures in case the hierarchy changed EditorApplication.hierarchyChanged += OnHierarchyChanged; #endif }