GenerateMaxZParameters PrepareGenerateMaxZParameters(HDCamera hdCamera, HDUtils.PackedMipChainInfo depthMipInfo) { var parameters = new GenerateMaxZParameters(); parameters.generateMaxZCS = defaultResources.shaders.maxZCS; parameters.maxZKernel = parameters.generateMaxZCS.FindKernel("ComputeMaxZ"); parameters.maxZDownsampleKernel = parameters.generateMaxZCS.FindKernel("ComputeFinalMask"); parameters.dilateMaxZKernel = parameters.generateMaxZCS.FindKernel("DilateMask"); parameters.intermediateMaskSize.x = HDUtils.DivRoundUp(hdCamera.actualWidth, 8); parameters.intermediateMaskSize.y = HDUtils.DivRoundUp(hdCamera.actualHeight, 8); parameters.finalMaskSize.x = parameters.intermediateMaskSize.x / 2; parameters.finalMaskSize.y = parameters.intermediateMaskSize.y / 2; parameters.minDepthMipOffset.x = depthMipInfo.mipLevelOffsets[4].x; parameters.minDepthMipOffset.y = depthMipInfo.mipLevelOffsets[4].y; int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = frameIndex & 1; var currentParams = hdCamera.vBufferParams[currIdx]; float ratio = (float)currentParams.viewportSize.x / (float)hdCamera.actualWidth; parameters.dilationWidth = ratio < 0.1f ? 2 : ratio < 0.5f ? 1 : 0; parameters.viewCount = hdCamera.viewCount; return(parameters); }
public SSGIDenoiserOutput Denoise(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthPyramid, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer, TextureHandle inputOutputBuffer0, TextureHandle inputOutputBuffer1, HDUtils.PackedMipChainInfo depthMipInfo, bool halfResolution = false, float historyValidity = 1.0f) { using (var builder = renderGraph.AddRenderPass <DenoiseSSGIPassData>("Denoise SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGIDenoise))) { builder.EnableAsyncCompute(false); // Input buffers passData.depthTexture = builder.ReadTexture(depthPyramid); passData.normalBuffer = builder.ReadTexture(normalBuffer); passData.motionVectorsBuffer = builder.ReadTexture(motionVectorsBuffer); // History buffer bool historyRequireClear = false; RTHandle indirectDiffuseHistory0 = RequestIndirectDiffuseHistory0(hdCamera, out historyRequireClear); passData.indirectDiffuseHistory0 = builder.ReadWriteTexture(renderGraph.ImportTexture(indirectDiffuseHistory0)); RTHandle indirectDiffuseHistory1 = RequestIndirectDiffuseHistory1(hdCamera, out historyRequireClear); passData.indirectDiffuseHistory1 = builder.ReadWriteTexture(renderGraph.ImportTexture(indirectDiffuseHistory1)); var historyDepthBuffer = halfResolution ? hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1) : hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth); passData.historyDepthBuffer = historyDepthBuffer != null?builder.ReadTexture(renderGraph.ImportTexture(historyDepthBuffer)) : renderGraph.defaultResources.blackTextureXR; passData.intermediateBuffer0 = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Denoiser Intermediate0" }); passData.intermediateBuffer1 = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Denoiser Intermediate1" }); passData.inputOutputBuffer0 = builder.ReadWriteTexture(inputOutputBuffer0); passData.inputOutputBuffer1 = builder.ReadWriteTexture(inputOutputBuffer1); passData.parameters = PrepareSSGIDenoiserParameters(hdCamera, halfResolution, historyValidity, historyRequireClear, depthMipInfo); builder.SetRenderFunc( (DenoiseSSGIPassData data, RenderGraphContext ctx) => { // We need to fill the structure that holds the various resources SSGIDenoiserResources resources = new SSGIDenoiserResources(); resources.depthTexture = data.depthTexture; resources.normalBuffer = data.normalBuffer; resources.motionVectorsBuffer = data.motionVectorsBuffer; resources.indirectDiffuseHistory0 = data.indirectDiffuseHistory0; resources.indirectDiffuseHistory1 = data.indirectDiffuseHistory1; resources.historyDepthBuffer = data.historyDepthBuffer; resources.intermediateBuffer0 = data.intermediateBuffer0; resources.intermediateBuffer1 = data.intermediateBuffer1; resources.inputOutputBuffer0 = data.inputOutputBuffer0; resources.inputOutputBuffer1 = data.inputOutputBuffer1; Denoise(ctx.cmd, data.parameters, resources); }); SSGIDenoiserOutput denoiserOutput = new SSGIDenoiserOutput(); denoiserOutput.outputBuffer0 = inputOutputBuffer0; denoiserOutput.outputBuffer1 = inputOutputBuffer1; return(denoiserOutput); } }
void InitializePrepass(HDRenderPipelineAsset hdAsset) { m_DepthResolveMaterial = CoreUtils.CreateEngineMaterial(asset.renderPipelineResources.shaders.depthValuesPS); m_GBufferOutput = new GBufferOutput(); m_GBufferOutput.mrt = new TextureHandle[RenderGraph.kMaxMRTCount]; m_DBufferOutput = new DBufferOutput(); m_DBufferOutput.mrt = new TextureHandle[(int)Decal.DBufferMaterial.Count]; m_DepthBufferMipChainInfo = new HDUtils.PackedMipChainInfo(); m_DepthBufferMipChainInfo.Allocate(); }
void InitializePrepass(HDRenderPipelineAsset hdAsset) { m_DepthResolveMaterial = CoreUtils.CreateEngineMaterial(asset.renderPipelineResources.shaders.depthValuesPS); m_GBufferOutput = new GBufferOutput(); m_GBufferOutput.mrt = new TextureHandle[RenderGraph.kMaxMRTCount]; m_DBufferOutput = new DBufferOutput(); m_DBufferOutput.mrt = new TextureHandle[(int)Decal.DBufferMaterial.Count]; m_DepthBufferMipChainInfo = new HDUtils.PackedMipChainInfo(); m_DepthBufferMipChainInfo.Allocate(); m_DepthPyramidDesc = new TextureDesc(ComputeDepthBufferMipChainSize, true, true) { colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "CameraDepthBufferMipChain" }; }
public void InitSharedBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings, RenderPipelineResources resources) { // Set the flags m_MSAASupported = settings.supportMSAA && settings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly; m_MSAASamples = m_MSAASupported ? settings.msaaSampleCount : MSAASamples.None; m_MotionVectorsSupport = settings.supportMotionVectors; m_ReuseGBufferMemory = settings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.ForwardOnly; m_DecalLayersSupported = settings.supportDecals && settings.supportDecalLayers; // Create the depth/stencil buffer m_CameraDepthStencilBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, DepthBits.Depth32, dimension: TextureXR.dimension, useDynamicScale: true, name: "CameraDepthStencil"); // Create the mip chain buffer m_CameraDepthBufferMipChainInfo = new HDUtils.PackedMipChainInfo(); m_CameraDepthBufferMipChainInfo.Allocate(); m_CameraDepthBufferMipChain = RTHandles.Alloc(ComputeDepthBufferMipChainSize, TextureXR.slices, colorFormat: GraphicsFormat.R32_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, name: "CameraDepthBufferMipChain"); if (settings.lowresTransparentSettings.enabled) { // Create the half res depth buffer used for low resolution transparency m_CameraHalfResDepthBuffer = RTHandles.Alloc(Vector2.one * 0.5f, TextureXR.slices, DepthBits.Depth32, dimension: TextureXR.dimension, useDynamicScale: true, name: "LowResDepthBuffer"); } if (m_MotionVectorsSupport) { m_MotionVectorsRT = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: Builtin.GetMotionVectorFormat(), dimension: TextureXR.dimension, useDynamicScale: true, name: "MotionVectors"); if (m_MSAASupported) { m_MotionVectorsMSAART = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: Builtin.GetMotionVectorFormat(), dimension: TextureXR.dimension, enableMSAA: true, bindTextureMS: true, useDynamicScale: true, name: "MotionVectorsMSAA"); } } // Allocate the additional textures only if MSAA is supported if (m_MSAASupported) { // Let's create the MSAA textures m_CameraDepthStencilMSAABuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, DepthBits.Depth24, dimension: TextureXR.dimension, bindTextureMS: true, enableMSAA: true, useDynamicScale: true, name: "CameraDepthStencilMSAA"); m_CameraDepthValuesBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R32G32B32A32_SFloat, dimension: TextureXR.dimension, useDynamicScale: true, name: "DepthValuesBuffer"); m_DepthAsColorMSAART = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R32_SFloat, dimension: TextureXR.dimension, bindTextureMS: true, enableMSAA: true, useDynamicScale: true, name: "DepthAsColorMSAA"); m_StencilBufferResolved = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8G8_UInt, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, name: "StencilBufferResolved"); // We need to allocate this texture as long as msaa is supported because on both mode, one of the cameras can be forward only using the framesettings m_NormalMSAART = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8G8B8A8_UNorm, dimension: TextureXR.dimension, enableMSAA: true, bindTextureMS: true, useDynamicScale: true, name: "NormalBufferMSAA"); // Create the required resolve materials m_DepthResolveMaterial = CoreUtils.CreateEngineMaterial(resources.shaders.depthValuesPS); m_ColorResolveMaterial = CoreUtils.CreateEngineMaterial(resources.shaders.colorResolvePS); m_MotionVectorResolve = CoreUtils.CreateEngineMaterial(resources.shaders.resolveMotionVecPS); if (m_DecalLayersSupported) { m_DecalPrePassBufferMSAA = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.R8G8B8A8_UNorm, enableMSAA: true, useDynamicScale: true, name: "Decal PrePass Buffer MSAA"); } CoreUtils.SetKeyword(m_DepthResolveMaterial, "_HAS_MOTION_VECTORS", m_MotionVectorsSupport); } // TODO: try to save this memory allocation. We can't reuse GBuffer for now as it require an additional clear before the GBuffer pass, otherwise the buffer can contain garbage that can be misinterpreted // if forward object are render (see test in HDRP_Test DecalNormalPatch buffer) if (m_DecalLayersSupported) { m_DecalPrePassBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.R8G8B8A8_UNorm, useDynamicScale: true, name: "Decal PrePass Buffer"); } // If we are in the forward only mode if (!m_ReuseGBufferMemory) { // In case of full forward we must allocate the render target for normal buffer (or reuse one already existing) // TODO: Provide a way to reuse a render target m_NormalRT = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8G8B8A8_UNorm, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, name: "NormalBuffer"); } else { // When not forward only we should are using the normal buffer of the gbuffer // In case of deferred, we must be in sync with NormalBuffer.hlsl and lit.hlsl files and setup the correct buffers m_NormalRT = gbufferManager.GetNormalBuffer(0); // Normal + Roughness } }
SSGIDenoiserParameters PrepareSSGIDenoiserParameters(HDCamera hdCamera, bool halfResolution, float historyValidity, bool historyNeedsClear, HDUtils.PackedMipChainInfo depthMipInfo) { var giSettings = hdCamera.volumeStack.GetComponent <UnityEngine.Rendering.HighDefinition.GlobalIllumination>(); SSGIDenoiserParameters parameters = new SSGIDenoiserParameters(); // Compute the dispatch parameters based on if we are half res or not int tileSize = 8; EvaluateDispatchParameters(hdCamera, halfResolution, tileSize, out parameters.numTilesX, out parameters.numTilesY, out parameters.halfScreenSize); parameters.firstMipOffset.Set(HDShadowUtils.Asfloat((uint)depthMipInfo.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)depthMipInfo.mipLevelOffsets[1].y)); parameters.historyValidity = historyValidity; parameters.viewCount = hdCamera.viewCount; // Denoising parameters parameters.filterRadius = giSettings.filterRadius; parameters.halfResolution = halfResolution; parameters.historyValidity = historyValidity; parameters.historyNeedsClear = historyNeedsClear; // Compute shader parameters.ssgiDenoiserCS = m_SSGIDenoiserCS; // Kernels parameters.spatialFilterKernel = halfResolution ? m_SpatialFilterHalfKernel : m_SpatialFilterKernel; parameters.temporalFilterKernel = halfResolution ? m_TemporalFilterHalfKernel : m_TemporalFilterKernel; parameters.copyHistory = m_CopyHistory; return(parameters); }
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); } }
TextureHandle RenderSSGI(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthPyramid, TextureHandle stencilBuffer, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer, ShaderVariablesRaytracing shaderVariablesRayTracingCB, HDUtils.PackedMipChainInfo info) { // Grab the global illumination volume component GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent <GlobalIllumination>(); using (new RenderGraphProfilingScope(renderGraph, ProfilingSampler.Get(HDProfileId.SSGIPass))) { // Trace the signal TraceOutput traceOutput = TraceSSGI(renderGraph, hdCamera, giSettings, depthPyramid, normalBuffer, motionVectorsBuffer); // Evaluate the history validity float historyValidity = EvaluateIndirectDiffuseHistoryValidityCombined(hdCamera, giSettings.fullResolutionSS, false); SSGIDenoiser ssgiDenoiser = GetSSGIDenoiser(); SSGIDenoiser.SSGIDenoiserOutput denoiserOutput = ssgiDenoiser.Denoise(renderGraph, hdCamera, depthPyramid, normalBuffer, motionVectorsBuffer, traceOutput.outputBuffer0, traceOutput.outputBuffer1, m_DepthBufferMipChainInfo, !giSettings.fullResolutionSS, historyValidity: historyValidity); // Propagate the history PropagateIndirectDiffuseHistoryValidityCombined(hdCamera, giSettings.fullResolutionSS, false); // Convert back the result to RGB space TextureHandle colorBuffer = ConvertSSGI(renderGraph, hdCamera, !giSettings.fullResolutionSS, depthPyramid, stencilBuffer, normalBuffer, denoiserOutput.outputBuffer0, denoiserOutput.outputBuffer1); // Upscale it if required // If this was a half resolution effect, we still have to upscale it if (!giSettings.fullResolutionSS) { colorBuffer = UpscaleSSGI(renderGraph, hdCamera, giSettings, info, depthPyramid, colorBuffer); } return(colorBuffer); } }
SSGIUpscaleParameters PrepareSSGIUpscaleParameters(HDCamera hdCamera, GlobalIllumination settings, HDUtils.PackedMipChainInfo info) { SSGIUpscaleParameters parameters = new SSGIUpscaleParameters(); // Set the camera parameters parameters.texWidth = hdCamera.actualWidth; parameters.texHeight = hdCamera.actualHeight; parameters.viewCount = hdCamera.viewCount; parameters.halfScreenSize.Set(parameters.texWidth / 2, parameters.texHeight / 2, 1.0f / (parameters.texWidth * 0.5f), 1.0f / (parameters.texHeight * 0.5f)); // Set the generation parameters parameters.firstMipOffset.Set(HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].y)); // Grab the right kernel parameters.bilateralUpsampleCS = m_Asset.renderPipelineResources.shaders.bilateralUpsampleCS; parameters.upscaleKernel = m_BilateralUpSampleColorKernel; return(parameters); }
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); // Set the camera parameters passData.texWidth = hdCamera.actualWidth; passData.texHeight = hdCamera.actualHeight; passData.viewCount = hdCamera.viewCount; passData.halfScreenSize.Set(passData.texWidth / 2, passData.texHeight / 2, 1.0f / (passData.texWidth * 0.5f), 1.0f / (passData.texHeight * 0.5f)); // Set the generation parameters passData.firstMipOffset.Set(HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].y)); // Grab the right kernel passData.bilateralUpsampleCS = m_Asset.renderPipelineResources.shaders.bilateralUpsampleCS; passData.upscaleKernel = m_BilateralUpSampleColorKernel; 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) => { // Re-evaluate the dispatch parameters (we are evaluating the upsample in full resolution) int ssgiTileSize = 8; int numTilesXHR = (data.texWidth + (ssgiTileSize - 1)) / ssgiTileSize; int numTilesYHR = (data.texHeight + (ssgiTileSize - 1)) / ssgiTileSize; // Inject the input scalars ctx.cmd.SetComputeVectorParam(data.bilateralUpsampleCS, HDShaderIDs._HalfScreenSize, data.halfScreenSize); ctx.cmd.SetComputeVectorParam(data.bilateralUpsampleCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, data.firstMipOffset); // Inject all the input buffers ctx.cmd.SetComputeTextureParam(data.bilateralUpsampleCS, data.upscaleKernel, HDShaderIDs._DepthTexture, data.depthTexture); ctx.cmd.SetComputeTextureParam(data.bilateralUpsampleCS, data.upscaleKernel, HDShaderIDs._LowResolutionTexture, data.inputBuffer); // Inject the output textures ctx.cmd.SetComputeTextureParam(data.bilateralUpsampleCS, data.upscaleKernel, HDShaderIDs._OutputUpscaledTexture, data.outputBuffer); // Upscale the buffer to full resolution ctx.cmd.DispatchCompute(data.bilateralUpsampleCS, data.upscaleKernel, numTilesXHR, numTilesYHR, data.viewCount); }); return(passData.outputBuffer); } }
TextureHandle RenderSSGI(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthPyramid, TextureHandle stencilBuffer, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer, TextureHandle historyValidationTexture, ShaderVariablesRaytracing shaderVariablesRayTracingCB, HDUtils.PackedMipChainInfo info, ComputeBufferHandle lightList) { // Grab the global illumination volume component GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent <GlobalIllumination>(); using (new RenderGraphProfilingScope(renderGraph, ProfilingSampler.Get(HDProfileId.SSGIPass))) { // Trace the signal TextureHandle colorBuffer = TraceSSGI(renderGraph, hdCamera, giSettings, depthPyramid, normalBuffer, stencilBuffer, motionVectorsBuffer, lightList); // Denoise the result TextureHandle denoisedSSGI = DenoiseSSGI(renderGraph, hdCamera, colorBuffer, depthPyramid, normalBuffer, motionVectorsBuffer, historyValidationTexture, giSettings.fullResolutionSS.value); // Upscale it if required // If this was a half resolution effect, we still have to upscale it if (!giSettings.fullResolutionSS.value) { colorBuffer = UpscaleSSGI(renderGraph, hdCamera, giSettings, info, depthPyramid, denoisedSSGI); } return(colorBuffer); } }
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); // Set the camera parameters passData.texWidth = hdCamera.actualWidth; passData.texHeight = hdCamera.actualHeight; passData.viewCount = hdCamera.viewCount; passData.shaderVariablesBilateralUpsampleCB._HalfScreenSize = new Vector4(passData.texWidth / 2, passData.texHeight / 2, 1.0f / (passData.texWidth * 0.5f), 1.0f / (passData.texHeight * 0.5f)); unsafe { for (int i = 0; i < 16; ++i) { passData.shaderVariablesBilateralUpsampleCB._DistanceBasedWeights[i] = BilateralUpsample.distanceBasedWeights_2x2[i]; } for (int i = 0; i < 32; ++i) { passData.shaderVariablesBilateralUpsampleCB._TapOffsets[i] = BilateralUpsample.tapOffsets_2x2[i]; } } // Grab the right kernel passData.bilateralUpsampleCS = m_Asset.renderPipelineResources.shaders.bilateralUpsampleCS; passData.upscaleKernel = m_BilateralUpSampleColorKernel; passData.depthTexture = builder.ReadTexture(depthPyramid); passData.inputBuffer = builder.ReadTexture(inputBuffer); passData.outputBuffer = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.B10G11R11_UFloatPack32, enableRandomWrite = true, name = "SSGI Final" })); builder.SetRenderFunc( (UpscaleSSGIPassData data, RenderGraphContext ctx) => { // Re-evaluate the dispatch parameters (we are evaluating the upsample in full resolution) int ssgiTileSize = 8; int numTilesXHR = (data.texWidth + (ssgiTileSize - 1)) / ssgiTileSize; int numTilesYHR = (data.texHeight + (ssgiTileSize - 1)) / ssgiTileSize; ConstantBuffer.PushGlobal(ctx.cmd, data.shaderVariablesBilateralUpsampleCB, HDShaderIDs._ShaderVariablesBilateralUpsample); // Inject all the input buffers ctx.cmd.SetComputeTextureParam(data.bilateralUpsampleCS, data.upscaleKernel, HDShaderIDs._DepthTexture, data.depthTexture); ctx.cmd.SetComputeTextureParam(data.bilateralUpsampleCS, data.upscaleKernel, HDShaderIDs._LowResolutionTexture, data.inputBuffer); // Inject the output textures ctx.cmd.SetComputeTextureParam(data.bilateralUpsampleCS, data.upscaleKernel, HDShaderIDs._OutputUpscaledTexture, data.outputBuffer); // Upscale the buffer to full resolution ctx.cmd.DispatchCompute(data.bilateralUpsampleCS, data.upscaleKernel, numTilesXHR, numTilesYHR, data.viewCount); }); return(passData.outputBuffer); } }
public SSGIDenoiserOutput Denoise(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthPyramid, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer, TextureHandle inputBuffer0, TextureHandle inputBuffer1, HDUtils.PackedMipChainInfo depthMipInfo, bool halfResolution = false, float historyValidity = 1.0f) { using (var builder = renderGraph.AddRenderPass <DenoiseSSGIPassData>("Denoise SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGIDenoise))) { builder.EnableAsyncCompute(false); // Prepass buffers passData.depthTexture = builder.ReadTexture(depthPyramid); passData.normalBuffer = builder.ReadTexture(normalBuffer); passData.motionVectorsBuffer = builder.ReadTexture(motionVectorsBuffer); // History buffers bool historyRequireClear = false; RTHandle indirectDiffuseHistory0 = RequestIndirectDiffuseHistory0(hdCamera, out historyRequireClear); passData.indirectDiffuseHistory0 = builder.ReadWriteTexture(renderGraph.ImportTexture(indirectDiffuseHistory0)); RTHandle indirectDiffuseHistory1 = RequestIndirectDiffuseHistory1(hdCamera, out historyRequireClear); passData.indirectDiffuseHistory1 = builder.ReadWriteTexture(renderGraph.ImportTexture(indirectDiffuseHistory1)); var historyDepthBuffer = halfResolution ? hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1) : hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth); passData.historyDepthBuffer = historyDepthBuffer != null?builder.ReadTexture(renderGraph.ImportTexture(historyDepthBuffer)) : renderGraph.defaultResources.blackTextureXR; // Input buffers passData.inputBuffer0 = builder.ReadTexture(inputBuffer0); passData.inputBuffer1 = builder.ReadTexture(inputBuffer1); // Output buffers passData.outputBuffer0 = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.B10G11R11_UFloatPack32, enableRandomWrite = true, name = "SSGI Denoised 0" })); passData.outputBuffer1 = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R16G16_SFloat, enableRandomWrite = true, name = "SSGI Denoised 1" })); // Parameters var giSettings = hdCamera.volumeStack.GetComponent <UnityEngine.Rendering.HighDefinition.GlobalIllumination>(); // Compute the dispatch parameters based on if we are half res or not int tileSize = 8; EvaluateDispatchParameters(hdCamera, halfResolution, tileSize, out passData.numTilesX, out passData.numTilesY, out passData.halfScreenSize); passData.firstMipOffset.Set(HDShadowUtils.Asfloat((uint)depthMipInfo.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)depthMipInfo.mipLevelOffsets[1].y)); passData.historyValidity = historyValidity; passData.viewCount = hdCamera.viewCount; passData.pixelSpreadTangent = HDRenderPipeline.GetPixelSpreadTangent(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight); // Denoising parameters passData.filterRadius = giSettings.filterRadius; passData.halfResolution = halfResolution; passData.historyValidity = historyValidity; passData.historyNeedsClear = historyRequireClear; passData.exclusiveMode = !hdCamera.frameSettings.IsEnabled(FrameSettingsField.ProbeVolume); // Compute shader passData.ssgiDenoiserCS = m_SSGIDenoiserCS; // Kernels passData.spatialFilterKernel = halfResolution ? m_SpatialFilterHalfKernel : m_SpatialFilterKernel; passData.temporalFilterKernel = halfResolution ? m_TemporalFilterHalfKernel : m_TemporalFilterKernel; passData.copyHistory = m_CopyHistory; builder.SetRenderFunc( (DenoiseSSGIPassData data, RenderGraphContext ctx) => { int effectiveRadius = data.exclusiveMode ? data.filterRadius / 2 : data.filterRadius; if (data.exclusiveMode) { // Horizontal Filter SpatialFilter(ctx.cmd, data, effectiveRadius, new Vector2(1.0f, 0.0f), data.inputBuffer0, data.inputBuffer1, data.outputBuffer0, data.outputBuffer1); // Vertical Filter SpatialFilter(ctx.cmd, data, effectiveRadius, new Vector2(0.0f, 1.0f), data.outputBuffer0, data.outputBuffer1, data.inputBuffer0, data.inputBuffer1); } // Grab the history buffer if (data.historyNeedsClear) { // clear it to black if this is the first pass to avoid nans CoreUtils.SetRenderTarget(ctx.cmd, data.indirectDiffuseHistory0, ClearFlag.Color, Color.black); CoreUtils.SetRenderTarget(ctx.cmd, data.indirectDiffuseHistory1, ClearFlag.Color, Color.black); } // Bind the input buffers ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._DepthTexture, data.depthTexture); ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._NormalBufferTexture, data.normalBuffer); ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._CameraMotionVectorsTexture, data.motionVectorsBuffer); ctx.cmd.SetComputeFloatParam(data.ssgiDenoiserCS, HDShaderIDs._HistoryValidity, data.historyValidity); if (data.halfResolution) { ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._HistoryDepthTexture, data.historyDepthBuffer); ctx.cmd.SetComputeVectorParam(data.ssgiDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, data.firstMipOffset); } else { ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._HistoryDepthTexture, data.historyDepthBuffer); } ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._HistoryBuffer0, data.indirectDiffuseHistory0); ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._HistoryBuffer1, data.indirectDiffuseHistory1); ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._InputNoisyBuffer0, data.inputBuffer0); ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._InputNoisyBuffer1, data.inputBuffer1); // Bind the output buffer ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._OutputFilteredBuffer0, data.outputBuffer0); ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.temporalFilterKernel, HDShaderIDs._OutputFilteredBuffer1, data.outputBuffer1); // Do the temporal pass ctx.cmd.DispatchCompute(data.ssgiDenoiserCS, data.temporalFilterKernel, data.numTilesX, data.numTilesY, data.viewCount); // Copy the new version into the history buffer ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.copyHistory, HDShaderIDs._InputNoisyBuffer0, data.outputBuffer0); ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.copyHistory, HDShaderIDs._InputNoisyBuffer1, data.outputBuffer1); ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.copyHistory, HDShaderIDs._OutputFilteredBuffer0, data.indirectDiffuseHistory0); ctx.cmd.SetComputeTextureParam(data.ssgiDenoiserCS, data.copyHistory, HDShaderIDs._OutputFilteredBuffer1, data.indirectDiffuseHistory1); ctx.cmd.DispatchCompute(data.ssgiDenoiserCS, data.copyHistory, data.numTilesX, data.numTilesY, data.viewCount); // Horizontal Filter SpatialFilter(ctx.cmd, data, effectiveRadius, new Vector2(1.0f, 0.0f), data.outputBuffer0, data.outputBuffer1, data.inputBuffer0, data.inputBuffer1); // Vertical Filter SpatialFilter(ctx.cmd, data, effectiveRadius, new Vector2(0.0f, 1.0f), data.inputBuffer0, data.inputBuffer1, data.outputBuffer0, data.outputBuffer1); }); SSGIDenoiserOutput denoiserOutput = new SSGIDenoiserOutput(); denoiserOutput.outputBuffer0 = passData.outputBuffer0; denoiserOutput.outputBuffer1 = passData.outputBuffer1; return(denoiserOutput); } }
public void InitSharedBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings, RenderPipelineResources resources) { // Set the flags m_MSAASupported = settings.supportMSAA; m_MSAASamples = m_MSAASupported ? settings.msaaSampleCount : MSAASamples.None; m_MotionVectorsSupport = settings.supportMotionVectors; m_ReuseGBufferMemory = settings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.ForwardOnly; // Create the depth/stencil buffer m_CameraDepthStencilBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, DepthBits.Depth32, dimension: TextureXR.dimension, useDynamicScale: true, name: "CameraDepthStencil"); // Create the mip chain buffer m_CameraDepthBufferMipChainInfo = new HDUtils.PackedMipChainInfo(); m_CameraDepthBufferMipChainInfo.Allocate(); m_CameraDepthBufferMipChain = RTHandles.Alloc(ComputeDepthBufferMipChainSize, TextureXR.slices, colorFormat: GraphicsFormat.R32_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, name: "CameraDepthBufferMipChain"); if (settings.lowresTransparentSettings.enabled) { // Create the half res depth buffer used for low resolution transparency m_CameraHalfResDepthBuffer = RTHandles.Alloc(Vector2.one * 0.5f, TextureXR.slices, DepthBits.Depth32, dimension: TextureXR.dimension, useDynamicScale: true, name: "LowResDepthBuffer"); } // Technically we won't need this buffer in some cases, but nothing that we can determine at init time. m_CameraStencilBufferCopy = RTHandles.Alloc(Vector2.one, TextureXR.slices, DepthBits.None, colorFormat: GraphicsFormat.R8_UNorm, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, name: "CameraStencilCopy"); // DXGI_FORMAT_R8_UINT is not supported by Unity if (m_MotionVectorsSupport) { m_MotionVectorsRT = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: Builtin.GetMotionVectorFormat(), dimension: TextureXR.dimension, useDynamicScale: true, name: "MotionVectors"); if (m_MSAASupported) { m_MotionVectorsMSAART = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: Builtin.GetMotionVectorFormat(), dimension: TextureXR.dimension, enableMSAA: true, bindTextureMS: true, useDynamicScale: true, name: "MotionVectorsMSAA"); } } // Allocate the additional textures only if MSAA is supported if (m_MSAASupported) { // Let's create the MSAA textures m_CameraDepthStencilMSAABuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, DepthBits.Depth24, dimension: TextureXR.dimension, bindTextureMS: true, enableMSAA: true, useDynamicScale: true, name: "CameraDepthStencilMSAA"); m_CameraDepthValuesBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R32G32B32A32_SFloat, dimension: TextureXR.dimension, useDynamicScale: true, name: "DepthValuesBuffer"); m_DepthAsColorMSAART = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R32_SFloat, dimension: TextureXR.dimension, bindTextureMS: true, enableMSAA: true, useDynamicScale: true, name: "DepthAsColorMSAA"); // We need to allocate this texture as long as msaa is supported because on both mode, one of the cameras can be forward only using the framesettings m_NormalMSAART = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8G8B8A8_UNorm, dimension: TextureXR.dimension, enableMSAA: true, bindTextureMS: true, useDynamicScale: true, name: "NormalBufferMSAA"); // Create the required resolve materials m_DepthResolveMaterial = CoreUtils.CreateEngineMaterial(resources.shaders.depthValuesPS); m_ColorResolveMaterial = CoreUtils.CreateEngineMaterial(resources.shaders.colorResolvePS); } // If we are in the forward only mode if (!m_ReuseGBufferMemory) { // In case of full forward we must allocate the render target for normal buffer (or reuse one already existing) // TODO: Provide a way to reuse a render target m_NormalRT = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8G8B8A8_UNorm, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, name: "NormalBuffer"); } else { // When not forward only we should are using the normal buffer of the gbuffer // In case of deferred, we must be in sync with NormalBuffer.hlsl and lit.hlsl files and setup the correct buffers m_NormalRT = gbufferManager.GetNormalBuffer(0); // Normal + Roughness } }