SSSAreaRayTraceResources PrepareSSSAreaRayTraceResources(HDCamera hdCamera, RTHandle directionBuffer, RTHandle rayLengthBuffer,
                                                                 RTHandle intermediateBufferRGBA0, RTHandle intermediateBufferRGBA1, RTHandle intermediateBufferRG0,
                                                                 RTHandle shadowHistoryArray, RTHandle analyticHistoryArray)
        {
            SSSAreaRayTraceResources sssartResources = new SSSAreaRayTraceResources();

            // Input Buffers
            sssartResources.depthStencilBuffer = m_SharedRTManager.GetDepthStencilBuffer();
            sssartResources.normalBuffer       = m_SharedRTManager.GetNormalBuffer();
            sssartResources.lightData          = m_LightLoopLightData.lightData;
            if (hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred)
            {
                sssartResources.gbuffer0 = m_GbufferManager.GetBuffer(0);
                sssartResources.gbuffer1 = m_GbufferManager.GetBuffer(1);
                sssartResources.gbuffer2 = m_GbufferManager.GetBuffer(2);
                sssartResources.gbuffer3 = m_GbufferManager.GetBuffer(3);
            }
            else
            {
                sssartResources.gbuffer0 = TextureXR.GetBlackTexture();
                sssartResources.gbuffer1 = TextureXR.GetBlackTexture();
                sssartResources.gbuffer2 = TextureXR.GetBlackTexture();
                sssartResources.gbuffer3 = TextureXR.GetBlackTexture();
            }
            sssartResources.cookieAtlasTexture   = m_TextureCaches.lightCookieManager.atlasTexture;
            sssartResources.shadowHistoryArray   = shadowHistoryArray;
            sssartResources.analyticHistoryArray = analyticHistoryArray;

            // Intermediate buffers
            sssartResources.directionBuffer         = directionBuffer;
            sssartResources.rayLengthBuffer         = rayLengthBuffer;
            sssartResources.intermediateBufferRGBA0 = intermediateBufferRGBA0;
            sssartResources.intermediateBufferRGBA1 = intermediateBufferRGBA1;
            sssartResources.intermediateBufferRG0   = intermediateBufferRG0;

            // Debug textures
            RayCountManager rayCountManager = GetRayCountManager();

            sssartResources.rayCountTexture = rayCountManager.GetRayCountTexture();

            // Output buffers
            sssartResources.screenSpaceShadowTextureArray = m_ScreenSpaceShadowTextureArray;

            return(sssartResources);
        }
        static void ExecuteSSSAreaRayTrace(CommandBuffer cmd, SSSAreaRayTraceParameters sssartParams, SSSAreaRayTraceResources sssartResources)
        {
            // Inject the ray-tracing sampling data
            BlueNoise.BindDitheredTextureSet(cmd, sssartParams.ditheredTextureSet);

            // Evaluate the dispatch parameters
            int areaTileSize = 8;
            int numTilesX    = (sssartParams.texWidth + (areaTileSize - 1)) / areaTileSize;
            int numTilesY    = (sssartParams.texHeight + (areaTileSize - 1)) / areaTileSize;

            // We have noticed from extensive profiling that ray-trace shaders are not as effective for running per-pixel computation. In order to reduce that,
            // we do a first prepass that compute the analytic term and probability and generates the first integration sample

            // Bind the light data
            cmd.SetComputeBufferParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._LightDatas, sssartResources.lightData);
            cmd.SetComputeMatrixParam(sssartParams.screenSpaceShadowsCS, HDShaderIDs._RaytracingAreaWorldToLocal, sssartParams.worldToLocalMatrix);
            cmd.SetComputeIntParam(sssartParams.screenSpaceShadowsCS, HDShaderIDs._RaytracingTargetAreaLight, sssartParams.lightIndex);

            sssartParams.shaderVariablesRayTracingCB._RaytracingNumSamples = sssartParams.numSamples;
            ConstantBuffer.PushGlobal(cmd, sssartParams.shaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing);

            // Bind the input buffers
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[0], sssartResources.gbuffer0);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[1], sssartResources.gbuffer1);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[2], sssartResources.gbuffer2);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[3], sssartResources.gbuffer3);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._CookieAtlas, sssartResources.cookieAtlasTexture);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._StencilTexture, sssartResources.depthStencilBuffer, 0, RenderTextureSubElement.Stencil);

            // Bind the output buffers
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._RaytracedAreaShadowIntegration, sssartResources.intermediateBufferRGBA0);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer);
            cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
            cmd.DispatchCompute(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowPrepassKernel, numTilesX, numTilesY, sssartParams.viewCount);

            // Set ray count texture
            cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RayCountTexture, sssartResources.rayCountTexture);

            // Set the acceleration structure for the pass
            cmd.SetRayTracingAccelerationStructure(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RaytracingAccelerationStructureName, sssartParams.accelerationStructure);

            // Define the shader pass to use for the reflection pass
            cmd.SetRayTracingShaderPass(sssartParams.screenSpaceShadowsRT, "VisibilityDXR");

            // Input data
            cmd.SetRayTracingBufferParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._LightDatas, sssartResources.lightData);
            cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
            cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
            cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
            cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1);
            cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer);
            cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer);
            cmd.SetRayTracingIntParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RaytracingTargetAreaLight, sssartParams.lightIndex);

            // Output data
            cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowIntegration, sssartResources.intermediateBufferRGBA0);

            // Evaluate the intersection
            cmd.DispatchRays(sssartParams.screenSpaceShadowsRT, m_RayGenAreaShadowSingleName, (uint)sssartParams.texWidth, (uint)sssartParams.texHeight, (uint)sssartParams.viewCount);

            // Let's do the following samples (if any)
            for (int sampleIndex = 1; sampleIndex < sssartParams.numSamples; ++sampleIndex)
            {
                // Update global Constant Buffer
                sssartParams.shaderVariablesRayTracingCB._RaytracingNumSamples  = sssartParams.numSamples;
                sssartParams.shaderVariablesRayTracingCB._RaytracingSampleIndex = sampleIndex;
                ConstantBuffer.PushGlobal(cmd, sssartParams.shaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing);

                // Bind the light data
                cmd.SetComputeBufferParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._LightDatas, sssartResources.lightData);
                cmd.SetComputeIntParam(sssartParams.screenSpaceShadowsCS, HDShaderIDs._RaytracingTargetAreaLight, sssartParams.lightIndex);
                cmd.SetComputeMatrixParam(sssartParams.screenSpaceShadowsCS, HDShaderIDs._RaytracingAreaWorldToLocal, sssartParams.worldToLocalMatrix);

                // Input Buffers
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[0], sssartResources.gbuffer0);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[1], sssartResources.gbuffer1);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[2], sssartResources.gbuffer2);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[3], sssartResources.gbuffer3);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._CookieAtlas, sssartResources.cookieAtlasTexture);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._StencilTexture, sssartResources.depthStencilBuffer, 0, RenderTextureSubElement.Stencil);

                // Output buffers
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
                cmd.DispatchCompute(sssartParams.screenSpaceShadowsCS, sssartParams.areaRaytracingShadowNewSampleKernel, numTilesX, numTilesY, sssartParams.viewCount);

                // Input buffers
                cmd.SetRayTracingBufferParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._LightDatas, sssartResources.lightData);
                cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
                cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1);
                cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer);
                cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer);
                cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
                cmd.SetRayTracingIntParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RaytracingTargetAreaLight, sssartParams.lightIndex);

                // Output buffers
                cmd.SetRayTracingTextureParam(sssartParams.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowIntegration, sssartResources.intermediateBufferRGBA0);

                // Evaluate the intersection
                cmd.DispatchRays(sssartParams.screenSpaceShadowsRT, m_RayGenAreaShadowSingleName, (uint)sssartParams.texWidth, (uint)sssartParams.texHeight, (uint)sssartParams.viewCount);
            }

            if (sssartParams.filterTracedShadow)
            {
                Vector4 shadowChannelMask0 = new Vector4();
                Vector4 shadowChannelMask1 = new Vector4();
                Vector4 shadowChannelMask2 = new Vector4();
                GetShadowChannelMask(sssartParams.areaShadowSlot, ScreenSpaceShadowType.Area, ref shadowChannelMask0);
                GetShadowChannelMask(sssartParams.areaShadowSlot, ScreenSpaceShadowType.GrayScale, ref shadowChannelMask1);
                GetShadowChannelMask(sssartParams.areaShadowSlot + 1, ScreenSpaceShadowType.GrayScale, ref shadowChannelMask2);

                // Global parameters
                cmd.SetComputeIntParam(sssartParams.screenSpaceShadowsFilterCS, HDShaderIDs._RaytracingDenoiseRadius, sssartParams.filterSize);
                cmd.SetComputeIntParam(sssartParams.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistorySlice, sssartParams.areaShadowSlot / 4);
                cmd.SetComputeVectorParam(sssartParams.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistoryMask, shadowChannelMask0);
                cmd.SetComputeVectorParam(sssartParams.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistoryMaskSn, shadowChannelMask1);
                cmd.SetComputeVectorParam(sssartParams.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistoryMaskUn, shadowChannelMask2);

                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaShadowApplyTAAKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaShadowApplyTAAKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaShadowApplyTAAKernel, HDShaderIDs._AreaShadowHistory, sssartResources.shadowHistoryArray);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaShadowApplyTAAKernel, HDShaderIDs._AnalyticHistoryBuffer, sssartResources.analyticHistoryArray);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaShadowApplyTAAKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA0);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaShadowApplyTAAKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.intermediateBufferRGBA1);
                cmd.SetComputeFloatParam(sssartParams.screenSpaceShadowsFilterCS, HDShaderIDs._HistoryValidity, sssartParams.historyValidity);
                cmd.DispatchCompute(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaShadowApplyTAAKernel, numTilesX, numTilesY, sssartParams.viewCount);

                // Update the shadow history buffer
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaUpdateAnalyticHistoryKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaUpdateAnalyticHistoryKernel, HDShaderIDs._AnalyticHistoryBuffer, sssartResources.analyticHistoryArray);
                cmd.DispatchCompute(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaUpdateAnalyticHistoryKernel, numTilesX, numTilesY, sssartParams.viewCount);

                // Update the analytic history buffer
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaUpdateShadowHistoryKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA1);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaUpdateShadowHistoryKernel, HDShaderIDs._AreaShadowHistoryRW, sssartResources.shadowHistoryArray);
                cmd.DispatchCompute(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaUpdateShadowHistoryKernel, numTilesX, numTilesY, sssartParams.viewCount);

                // Inject parameters for noise estimation
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaEstimateNoiseKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaEstimateNoiseKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaEstimateNoiseKernel, HDShaderIDs._ScramblingTexture, sssartParams.scramblingTex);

                // Noise estimation pre-pass
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaEstimateNoiseKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA1);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaEstimateNoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.intermediateBufferRGBA0);
                cmd.DispatchCompute(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaEstimateNoiseKernel, numTilesX, numTilesY, sssartParams.viewCount);

                // Reinject parameters for denoising
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaFirstDenoiseKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaFirstDenoiseKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaFirstDenoiseKernel, HDShaderIDs._ScreenSpaceShadowsTextureRW, sssartResources.screenSpaceShadowTextureArray);

                // First denoising pass
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaFirstDenoiseKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA0);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaFirstDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.intermediateBufferRGBA1);
                cmd.DispatchCompute(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaFirstDenoiseKernel, numTilesX, numTilesY, sssartParams.viewCount);

                // Re-inject parameters for denoising
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaSecondDenoiseKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaSecondDenoiseKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer);

                // Second (and final) denoising pass
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaSecondDenoiseKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA1);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaSecondDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.intermediateBufferRGBA0);
                cmd.DispatchCompute(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaSecondDenoiseKernel, numTilesX, numTilesY, sssartParams.viewCount);
            }
            else
            {
                Vector4 shadowChannelMask0 = new Vector4();
                int     areaShadowSlice    = sssartParams.areaShadowSlot / 4;
                GetShadowChannelMask(sssartParams.areaShadowSlot, ScreenSpaceShadowType.Area, ref shadowChannelMask0);
                cmd.SetComputeVectorParam(sssartParams.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistoryMask, shadowChannelMask0);
                cmd.SetComputeIntParam(sssartParams.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistorySlice, areaShadowSlice);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaShadowNoDenoiseKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA0);
                cmd.SetComputeTextureParam(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaShadowNoDenoiseKernel, HDShaderIDs._ScreenSpaceShadowsTextureRW, sssartResources.screenSpaceShadowTextureArray);
                cmd.DispatchCompute(sssartParams.screenSpaceShadowsFilterCS, sssartParams.areaShadowNoDenoiseKernel, numTilesX, numTilesY, sssartParams.viewCount);
            }
        }