public void Init(RenderPipelineResources rpResources, HDRenderPipelineRayTracingResources rpRTResources, RenderPipelineSettings pipelineSettings, HDRaytracingManager raytracingManager, SharedRTManager sharedRTManager) { // Keep track of the pipeline asset m_PipelineSettings = pipelineSettings; m_PipelineResources = rpResources; m_PipelineRayTracingResources = rpRTResources; // keep track of the ray tracing manager m_RaytracingManager = raytracingManager; // Keep track of the shared rt manager m_SharedRTManager = sharedRTManager; // Intermediate buffer that holds the pre-denoised texture m_IntermediateBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, autoGenerateMips: false, name: "IntermediateAOBuffer"); // Buffer that holds the uncompressed normal buffer m_ViewSpaceNormalBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, autoGenerateMips: false, name: "ViewSpaceNormalBuffer"); }
public void Initialize(RenderPipelineResources rpResources, HDRenderPipelineRayTracingResources rpRTResources, HDRaytracingManager raytracingManager, SharedRTManager sharedRTManager, HDRenderPipeline renderPipeline) { // Keep track of the external buffers m_RenderPipelineResources = rpResources; m_RenderPipelineRayTracingResources = rpRTResources; m_RaytracingManager = raytracingManager; // Keep track of the render pipeline m_RenderPipeline = renderPipeline; // Keep track of the shader rt manager m_SharedRTManager = sharedRTManager; // Texture used to output debug information m_DebugLightClusterTexture = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "DebugLightClusterTexture"); // Pre allocate the cluster with a dummy size m_LightCluster = new ComputeBuffer(1, sizeof(uint)); m_LightDataGPUArray = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightData))); m_EnvLightDataGPUArray = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(EnvLightData))); }
public void Init(HDRenderPipelineAsset asset, SkyManager skyManager, HDRaytracingManager raytracingManager, SharedRTManager sharedRTManager) { // Keep track of the pipeline asset m_PipelineAsset = asset; m_PipelineResources = asset.renderPipelineResources; // Keep track of the sky manager m_SkyManager = skyManager; // keep track of the ray tracing manager m_RaytracingManager = raytracingManager; // Keep track of the shared rt manager m_SharedRTManager = sharedRTManager; m_RaytracingFlagTarget = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: GraphicsFormat.R8_SNorm, enableRandomWrite: true, useMipMap: false, name: "RaytracingFlagTexture"); m_DebugRaytracingTexture = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "DebugRaytracingBuffer"); m_RaytracingFlagStateBlock = new RenderStateBlock { depthState = new DepthState(false, CompareFunction.LessEqual), mask = RenderStateMask.Depth }; }
public void Init(RenderPipelineResources rpResources, HDRenderPipelineRayTracingResources rpRTResources, RenderPipelineSettings pipelineSettings, HDRaytracingManager raytracingManager, SharedRTManager sharedRTManager) { // Keep track of the pipeline asset m_PipelineSettings = pipelineSettings; m_PipelineResources = rpResources; m_PipelineRayTracingResources = rpRTResources; // keep track of the ray tracing manager m_RaytracingManager = raytracingManager; // Keep track of the shared rt manager m_SharedRTManager = sharedRTManager; m_AOIntermediateBuffer0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, autoGenerateMips: false, name: "AOIntermediateBuffer0"); m_AOIntermediateBuffer1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, autoGenerateMips: false, name: "AOIntermediateBuffer1"); }
public void InitRaytracing(HDRaytracingManager raytracingManager, SharedRTManager sharedRTManager) { m_RayTracingManager = raytracingManager; m_RaytracingAmbientOcclusion.Init(m_Resources, m_RTResources, m_Settings, m_RayTracingManager, sharedRTManager); }