Exemplo n.º 1
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;
            }

            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);

                // Run the computation
                cmd.DispatchRays(pathTracingShader, "RayGen", (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
            }
            RenderAccumulation(hdCamera, cmd, m_RadianceTexture, outputTexture, true);
        }
Exemplo n.º 2
0
        public 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 = VolumeManager.instance.stack.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 = VolumeManager.instance.stack.GetComponent <LightCluster>();
            RayTracingSettings rayTracingSettings   = VolumeManager.instance.stack.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);
        }
Exemplo n.º 3
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?
            RecursiveRendering recursiveSettings = VolumeManager.instance.stack.GetComponent <RecursiveRendering>();

            // Check the validity of the state before computing the effect
            bool invalidState = !hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) ||
                                !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;
            }

            RayTracingShader   forwardShader        = m_Asset.renderPipelineRayTracingResources.forwardRaytracing;
            Shader             raytracingMask       = m_Asset.renderPipelineRayTracingResources.raytracingFlagMask;
            LightCluster       lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = VolumeManager.instance.stack.GetComponent <RayTracingSettings>();

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

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

            // Before going into ray tracing, 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, 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
            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
            RayCountManager rayCountManager = GetRayCountManager();

            cmd.SetRayTracingIntParam(forwardShader, 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
            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, m_LightLoopLightData.directionalLightData);
            cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, m_lightList.directionalLights.Count);

            // 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
            cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingPrimaryDebug, m_DebugRaytracingTexture);

            // 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, m_DebugRaytracingTexture, FullScreenDebugMode.RecursiveRayTracing);
        }