TextureHandle UpscaleSSGI(RenderGraph renderGraph, HDCamera hdCamera, GlobalIllumination giSettings, HDUtils.PackedMipChainInfo info, TextureHandle depthPyramid, TextureHandle inputBuffer)
        {
            using (var builder = renderGraph.AddRenderPass <UpscaleSSGIPassData>("Upscale SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGIUpscale)))
            {
                builder.EnableAsyncCompute(false);

                passData.parameters   = PrepareSSGIUpscaleParameters(hdCamera, giSettings, info);
                passData.depthTexture = builder.ReadTexture(depthPyramid);
                passData.inputBuffer  = builder.ReadTexture(inputBuffer);
                passData.outputBuffer = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Final"
                }));

                builder.SetRenderFunc(
                    (UpscaleSSGIPassData data, RenderGraphContext ctx) =>
                {
                    // We need to fill the structure that holds the various resources
                    SSGIUpscaleResources resources = new SSGIUpscaleResources();
                    resources.depthTexture         = data.depthTexture;
                    resources.inputBuffer          = data.inputBuffer;
                    resources.outputBuffer         = data.outputBuffer;
                    ExecuteSSGIUpscale(ctx.cmd, data.parameters, resources);
                });
                return(passData.outputBuffer);
            }
        }
Exemplo n.º 2
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        void RenderSSGI(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount)
        {
            // Grab the global illumination volume component
            GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent <GlobalIllumination>();

            // Based on if we are doing it in half resolution or full, we need to define initial and final buffer to avoid a useless blit
            RTHandle buffer0, buffer1;

            if (giSettings.fullResolutionSS)
            {
                buffer0 = m_IndirectDiffuseBuffer0;
                buffer1 = m_IndirectDiffuseBuffer1;
            }
            else
            {
                buffer0 = m_IndirectDiffuseBuffer1;
                buffer1 = m_IndirectDiffuseBuffer0;
            }

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SSGIPass)))
            {
                // Trace the signal
                using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SSGITrace)))
                {
                    SSGITraceParameters parameters = PrepareSSGITraceParameters(hdCamera, giSettings);
                    SSGITraceResources  resources  = PrepareSSGITraceResources(hdCamera, buffer0, m_IndirectDiffuseHitPointBuffer);
                    ExecuteSSGITrace(cmd, parameters, resources);
                }

                // Denoise it
                using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SSGIDenoise)))
                {
                    float historyValidity = EvaluateHistoryValidity(hdCamera);

                    SSGIDenoiser ssgiDenoiser = GetSSGIDenoiser();
                    ssgiDenoiser.Denoise(cmd, hdCamera, buffer0, buffer1, halfResolution: !giSettings.fullResolutionSS, historyValidity: historyValidity);
                }

                // Upscale it if required
                // If this was a half resolution effect, we still have to upscale it
                if (!giSettings.fullResolutionSS)
                {
                    using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SSGIUpscale)))
                    {
                        ComputeShader bilateralUpsampleCS = m_Asset.renderPipelineResources.shaders.bilateralUpsampleCS;

                        SSGIUpscaleParameters parameters = PrepareSSGIUpscaleParameters(hdCamera, giSettings);
                        SSGIUpscaleResources  resources  = PrepareSSGIUpscaleResources(hdCamera, buffer0, buffer1);
                        ExecuteSSGIUpscale(cmd, parameters, resources);
                    }
                }

                (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, m_IndirectDiffuseBuffer0, FullScreenDebugMode.ScreenSpaceGlobalIllumination);
            }
        }
        SSGIUpscaleResources PrepareSSGIUpscaleResources(HDCamera hdCamera, RTHandle inputBuffer, RTHandle outputBuffer)
        {
            SSGIUpscaleResources ssgiUpscaleResources = new SSGIUpscaleResources();

            // Input buffers
            ssgiUpscaleResources.depthTexture = m_SharedRTManager.GetDepthTexture();
            ssgiUpscaleResources.inputBuffer  = inputBuffer;

            // Output buffers
            ssgiUpscaleResources.outputBuffer = outputBuffer;

            return(ssgiUpscaleResources);
        }
        static void ExecuteSSGIUpscale(CommandBuffer cmd, SSGIUpscaleParameters parameters, SSGIUpscaleResources resources)
        {
            // Re-evaluate the dispatch parameters (we are evaluating the upsample in full resolution)
            int ssgiTileSize = 8;
            int numTilesXHR  = (parameters.texWidth + (ssgiTileSize - 1)) / ssgiTileSize;
            int numTilesYHR  = (parameters.texHeight + (ssgiTileSize - 1)) / ssgiTileSize;

            // Inject the input scalars
            cmd.SetComputeVectorParam(parameters.bilateralUpsampleCS, HDShaderIDs._HalfScreenSize, parameters.halfScreenSize);
            cmd.SetComputeVectorParam(parameters.bilateralUpsampleCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, parameters.firstMipOffset);

            // Inject all the input buffers
            cmd.SetComputeTextureParam(parameters.bilateralUpsampleCS, parameters.upscaleKernel, HDShaderIDs._DepthTexture, resources.depthTexture);
            cmd.SetComputeTextureParam(parameters.bilateralUpsampleCS, parameters.upscaleKernel, HDShaderIDs._LowResolutionTexture, resources.inputBuffer);

            // Inject the output textures
            cmd.SetComputeTextureParam(parameters.bilateralUpsampleCS, parameters.upscaleKernel, HDShaderIDs._OutputUpscaledTexture, resources.outputBuffer);

            // Upscale the buffer to full resolution
            cmd.DispatchCompute(parameters.bilateralUpsampleCS, parameters.upscaleKernel, numTilesXHR, numTilesYHR, parameters.viewCount);
        }