internal void InitRayTracingManager() { // Init the ray count manager m_RayCountManager = new RayCountManager(); m_RayCountManager.Init(HDRenderPipelineGlobalSettings.instance.renderPipelineRayTracingResources); // Build the light cluster m_RayTracingLightCluster = new HDRaytracingLightCluster(); m_RayTracingLightCluster.Initialize(this); }
internal void InitRayTracingManager() { // Init the ray count manager m_RayCountManager = new RayCountManager(); m_RayCountManager.Init(m_Asset.renderPipelineRayTracingResources); // Build the light cluster m_RayTracingLightCluster = new HDRaytracingLightCluster(); m_RayTracingLightCluster.Initialize(this); }
void BindRayTracedReflectionData(CommandBuffer cmd, HDCamera hdCamera, RayTracingShader reflectionShader, ScreenSpaceReflection settings, LightCluster lightClusterSettings, RTHandle outputLightingBuffer, RTHandle outputHitPointBuffer) { // Grab the acceleration structures and the light cluster to use RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure(); HDRaytracingLightCluster lightCluster = RequestLightCluster(); BlueNoise blueNoise = GetBlueNoiseManager(); // Define the shader pass to use for the reflection pass cmd.SetRayTracingShaderPass(reflectionShader, "IndirectDXR"); // Set the acceleration structure for the pass cmd.SetRayTracingAccelerationStructure(reflectionShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Global reflection parameters m_ShaderVariablesRayTracingCB._RaytracingIntensityClamp = settings.clampValue.value; m_ShaderVariablesRayTracingCB._RaytracingIncludeSky = settings.reflectSky.value ? 1 : 0; // Inject the ray generation data m_ShaderVariablesRayTracingCB._RaytracingRayMaxLength = settings.rayLength.value; m_ShaderVariablesRayTracingCB._RaytracingNumSamples = settings.sampleCount.value; // Set the number of bounces for reflections m_ShaderVariablesRayTracingCB._RaytracingMaxRecursion = settings.bounceCount.value; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing); // Inject the ray-tracing sampling data blueNoise.BindDitheredRNGData8SPP(cmd); // Set the data for the ray generation cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrLightingTextureRW, outputLightingBuffer); cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrHitPointTexture, outputHitPointBuffer); cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetGlobalTexture(HDShaderIDs._StencilTexture, sharedRTManager.GetDepthStencilBuffer(), RenderTextureSubElement.Stencil); cmd.SetRayTracingIntParams(reflectionShader, HDShaderIDs._SsrStencilBit, (int)StencilUsage.TraceReflectionRay); // Set ray count tex RayCountManager rayCountManager = GetRayCountManager(); cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture()); // Bind the lightLoop data lightCluster.BindLightClusterData(cmd); // Note: Just in case, we rebind the directional light data (in case they were not) cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_LightLoopLightData.directionalLightData); // Evaluate the clear coat mask texture based on the lit shader mode RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture(); cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture); // Set the data for the ray miss cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera)); }
void BindRayTracedIndirectDiffuseData(CommandBuffer cmd, HDCamera hdCamera , RayTracingShader indirectDiffuseShader , GlobalIllumination settings, LightCluster lightClusterSettings, RayTracingSettings rtSettings , RTHandle outputLightingBuffer, RTHandle outputHitPointBuffer) { // Grab the acceleration structures and the light cluster to use RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure(); HDRaytracingLightCluster lightCluster = RequestLightCluster(); BlueNoise blueNoise = GetBlueNoiseManager(); // Define the shader pass to use for the indirect diffuse pass cmd.SetRayTracingShaderPass(indirectDiffuseShader, "IndirectDXR"); // Set the acceleration structure for the pass cmd.SetRayTracingAccelerationStructure(indirectDiffuseShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Inject the ray-tracing sampling data blueNoise.BindDitheredRNGData8SPP(cmd); // Inject the ray generation data cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtSettings.rayBias.value); cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, settings.rayLength.value); cmd.SetGlobalInt(HDShaderIDs._RaytracingNumSamples, settings.sampleCount.value); int frameIndex = RayTracingFrameIndex(hdCamera); cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex); // Set the data for the ray generation cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._IndirectDiffuseTextureRW, outputLightingBuffer); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._IndirectDiffuseHitPointTextureRW, outputHitPointBuffer); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); // Set the indirect diffuse parameters cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value); // Set ray count texture RayCountManager rayCountManager = GetRayCountManager(); cmd.SetGlobalInt(HDShaderIDs._RayCountEnabled, rayCountManager.RayCountIsEnabled()); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture()); // Compute the pixel spread value cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight)); // LightLoop data lightCluster.BindLightClusterData(cmd); // Set the data for the ray miss cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera)); // Set the number of bounces to 1 cmd.SetGlobalInt(HDShaderIDs._RaytracingMaxRecursion, settings.bounceCount.value); }
internal void InitRayTracingManager() { // Init the ray count manager m_RayCountManager = new RayCountManager(); m_RayCountManager.Init(m_GlobalSettings.renderPipelineRayTracingResources); // Initialize the light cluster m_RayTracingLightCluster = new HDRaytracingLightCluster(); m_RayTracingLightCluster.Initialize(this); // Initialize the RTAS manager m_RTASManager = new HDRTASManager(); m_RTASManager.Initialize(); }
QualityRTIndirectDiffuseResources PrepareQualityRTIndirectDiffuseResources(RTHandle outputBuffer) { QualityRTIndirectDiffuseResources qualityrtidResources = new QualityRTIndirectDiffuseResources(); // Input buffers qualityrtidResources.depthBuffer = m_SharedRTManager.GetDepthStencilBuffer(); qualityrtidResources.normalBuffer = m_SharedRTManager.GetNormalBuffer(); // Debug buffer RayCountManager rayCountManager = GetRayCountManager(); qualityrtidResources.rayCountTexture = rayCountManager.GetRayCountTexture(); // Output buffers qualityrtidResources.outputBuffer = outputBuffer; return(qualityrtidResources); }
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); }
RecursiveRendererResources PrepareRecursiveRendererResources(RTHandle debugBuffer) { RecursiveRendererResources rrResources = new RecursiveRendererResources(); // Input buffers rrResources.depthStencilBuffer = m_SharedRTManager.GetDepthStencilBuffer(); rrResources.flagMask = m_FlagMaskTextureRT; // Debug buffer rrResources.debugBuffer = debugBuffer; RayCountManager rayCountManager = GetRayCountManager(); rrResources.rayCountTexture = rayCountManager.GetRayCountTexture(); // Output buffer rrResources.outputBuffer = m_CameraColorBuffer; return rrResources; }
void BindRayTracedIndirectDiffuseData(CommandBuffer cmd, HDCamera hdCamera , RayTracingShader indirectDiffuseShader , GlobalIllumination settings, LightCluster lightClusterSettings , RTHandle outputLightingBuffer, RTHandle outputHitPointBuffer) { // Grab the acceleration structures and the light cluster to use RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure(); HDRaytracingLightCluster lightCluster = RequestLightCluster(); BlueNoise blueNoise = GetBlueNoiseManager(); // Define the shader pass to use for the indirect diffuse pass cmd.SetRayTracingShaderPass(indirectDiffuseShader, "IndirectDXR"); // Set the acceleration structure for the pass cmd.SetRayTracingAccelerationStructure(indirectDiffuseShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Inject the ray-tracing sampling data blueNoise.BindDitheredRNGData8SPP(cmd); // Set the data for the ray generation cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._IndirectDiffuseTextureRW, outputLightingBuffer); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._IndirectDiffuseHitPointTextureRW, outputHitPointBuffer); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); // Set ray count texture RayCountManager rayCountManager = GetRayCountManager(); cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture()); // LightLoop data lightCluster.BindLightClusterData(cmd); // Set the data for the ray miss cmd.SetRayTracingTextureParam(indirectDiffuseShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera)); // Update global constant buffer m_ShaderVariablesRayTracingCB._RaytracingRayMaxLength = settings.rayLength.value; m_ShaderVariablesRayTracingCB._RaytracingNumSamples = settings.sampleCount.value; m_ShaderVariablesRayTracingCB._RaytracingIntensityClamp = settings.clampValue.value; m_ShaderVariablesRayTracingCB._RaytracingMaxRecursion = settings.bounceCount.value; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing); }
RTRQualityRenderingResources PrepareRTRQualityRenderingResources(HDCamera hdCamera, RTHandle outputTexture) { RTRQualityRenderingResources rtrQualityRenderingResources = new RTRQualityRenderingResources(); // Input texture rtrQualityRenderingResources.depthBuffer = m_SharedRTManager.GetDepthStencilBuffer(); rtrQualityRenderingResources.normalBuffer = m_SharedRTManager.GetNormalBuffer(); rtrQualityRenderingResources.clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture(); rtrQualityRenderingResources.stencilBuffer = m_SharedRTManager.GetStencilBuffer(); // Debug texture RayCountManager rayCountManager = GetRayCountManager(); rtrQualityRenderingResources.rayCountTexture = rayCountManager.GetRayCountTexture(); // Output texture rtrQualityRenderingResources.outputTexture = outputTexture; return(rtrQualityRenderingResources); }
RTSAreaRayTraceResources PrepareRTSAreaRayTraceResources(HDCamera hdCamera, RTHandle directionBuffer, RTHandle rayLengthBuffer, RTHandle intermediateBufferRGBA0, RTHandle intermediateBufferRGBA1, RTHandle intermediateBufferRG0, RTHandle shadowHistoryArray, RTHandle analyticHistoryArray) { RTSAreaRayTraceResources rtsartResources = new RTSAreaRayTraceResources(); // Input Buffers rtsartResources.depthStencilBuffer = m_SharedRTManager.GetDepthStencilBuffer(); rtsartResources.normalBuffer = m_SharedRTManager.GetNormalBuffer(); rtsartResources.motionVectorsBuffer = m_SharedRTManager.GetMotionVectorsBuffer(); if (hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred) { rtsartResources.gbuffer0 = m_GbufferManager.GetBuffer(0); rtsartResources.gbuffer1 = m_GbufferManager.GetBuffer(1); rtsartResources.gbuffer2 = m_GbufferManager.GetBuffer(2); rtsartResources.gbuffer3 = m_GbufferManager.GetBuffer(3); } else { rtsartResources.gbuffer0 = TextureXR.GetBlackTexture(); rtsartResources.gbuffer1 = TextureXR.GetBlackTexture(); rtsartResources.gbuffer2 = TextureXR.GetBlackTexture(); rtsartResources.gbuffer3 = TextureXR.GetBlackTexture(); } rtsartResources.shadowHistoryArray = shadowHistoryArray; rtsartResources.analyticHistoryArray = analyticHistoryArray; // Intermediate buffers rtsartResources.directionBuffer = directionBuffer; rtsartResources.rayLengthBuffer = rayLengthBuffer; rtsartResources.intermediateBufferRGBA1 = intermediateBufferRGBA1; rtsartResources.intermediateBufferRG0 = intermediateBufferRG0; // Debug textures RayCountManager rayCountManager = GetRayCountManager(); rtsartResources.rayCountTexture = rayCountManager.GetRayCountTexture(); // Output texture rtsartResources.outputShadowTexture = intermediateBufferRGBA0; return(rtsartResources); }
RTShadowDirectionalTraceResources PrepareSSSDirectionalTraceResources(RTHandle velocityBuffer, RTHandle directionBuffer, RTHandle distanceBuffer, RTHandle outputShadowBuffer) { RTShadowDirectionalTraceResources rtsdtResources = new RTShadowDirectionalTraceResources(); // Input Buffers rtsdtResources.depthStencilBuffer = m_SharedRTManager.GetDepthStencilBuffer(); rtsdtResources.normalBuffer = m_SharedRTManager.GetNormalBuffer(); // Intermediate buffers rtsdtResources.directionBuffer = directionBuffer; // Debug textures RayCountManager rayCountManager = GetRayCountManager(); rtsdtResources.rayCountTexture = rayCountManager.GetRayCountTexture(); // Output buffers rtsdtResources.velocityBuffer = velocityBuffer; rtsdtResources.distanceBuffer = distanceBuffer; rtsdtResources.outputShadowBuffer = outputShadowBuffer; return(rtsdtResources); }
SSSPunctualRayTraceResources PrepareSSSPunctualRayTraceResources(RTHandle velocityBuffer, RTHandle directionBuffer, RTHandle rayLengthBuffer, RTHandle distanceBuffer, RTHandle outputShadowBuffer) { SSSPunctualRayTraceResources ssprtResources = new SSSPunctualRayTraceResources(); // Input Buffers ssprtResources.depthStencilBuffer = m_SharedRTManager.GetDepthStencilBuffer(); ssprtResources.normalBuffer = m_SharedRTManager.GetNormalBuffer(); // Intermediate buffers ssprtResources.directionBuffer = directionBuffer; ssprtResources.rayLengthBuffer = rayLengthBuffer; // Debug textures RayCountManager rayCountManager = GetRayCountManager(); ssprtResources.rayCountTexture = rayCountManager.GetRayCountTexture(); // Output buffers ssprtResources.velocityBuffer = velocityBuffer; ssprtResources.distanceBuffer = distanceBuffer; ssprtResources.outputShadowBuffer = outputShadowBuffer; return(ssprtResources); }
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 = hdCamera.volumeStack.GetComponent <RecursiveRendering>(); // Check the validity of the state before computing the effect bool invalidState = !hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) || !recursiveSettings.enable.value; // 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 = hdCamera.volumeStack.GetComponent <LightCluster>(); RayTracingSettings rtSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>(); // Grab the acceleration structure and the list of HD lights for the target camera RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure(); HDRaytracingLightCluster lightCluster = RequestLightCluster(); // Fecth the temporary buffers we shall be using RTHandle flagBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.R0); 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, flagBuffer); // 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, flagBuffer); 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 lightCluster.BindLightClusterData(cmd); // 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 RTHandle debugBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0); cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingPrimaryDebug, debugBuffer); // 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, debugBuffer, FullScreenDebugMode.RecursiveRayTracing); }
void BindRayTracedReflectionData(CommandBuffer cmd, HDCamera hdCamera, RayTracingShader reflectionShader, ScreenSpaceReflection settings, LightCluster lightClusterSettings, RayTracingSettings rtSettings) { // Grab the acceleration structures and the light cluster to use RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure(); HDRaytracingLightCluster lightCluster = RequestLightCluster(); BlueNoise blueNoise = GetBlueNoiseManager(); // Define the shader pass to use for the reflection pass cmd.SetRayTracingShaderPass(reflectionShader, "IndirectDXR"); // Set the acceleration structure for the pass cmd.SetRayTracingAccelerationStructure(reflectionShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Global reflection parameters cmd.SetRayTracingFloatParams(reflectionShader, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value); cmd.SetRayTracingFloatParams(reflectionShader, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value); cmd.SetRayTracingIntParams(reflectionShader, HDShaderIDs._RaytracingIncludeSky, settings.reflectSky.value ? 1 : 0); // Inject the ray generation data cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rtSettings.rayBias.value); cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, settings.rayLength.value); cmd.SetRayTracingIntParams(reflectionShader, HDShaderIDs._RaytracingNumSamples, settings.sampleCount.value); int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8; cmd.SetRayTracingIntParam(reflectionShader, HDShaderIDs._RaytracingFrameIndex, frameIndex); // Inject the ray-tracing sampling data blueNoise.BindDitheredRNGData8SPP(cmd); // Set the data for the ray generation cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrLightingTextureRW, m_ReflIntermediateTexture0); cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrHitPointTexture, m_ReflIntermediateTexture1); cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); // Set ray count tex RayCountManager rayCountManager = GetRayCountManager(); cmd.SetRayTracingIntParam(reflectionShader, HDShaderIDs._RayCountEnabled, rayCountManager.RayCountIsEnabled()); cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture()); // Compute the pixel spread value cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight)); // Bind the lightLoop data lightCluster.BindLightClusterData(cmd); // 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); // Evaluate the clear coat mask texture based on the lit shader mode RenderTargetIdentifier clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture(); cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture); // Set the number of bounces for reflections cmd.SetGlobalInt(HDShaderIDs._RaytracingMaxRecursion, settings.bounceCount.value); // Set the data for the ray miss cmd.SetRayTracingTextureParam(reflectionShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera)); }
public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ShaderVariablesRaytracing globalCB, ScriptableRenderContext renderContext, int frameCount) { // If any of the previous requirements is missing, the effect is not requested or no acceleration structure, set the default one and leave right away if (!m_RenderPipeline.GetRayTracingState()) { SetDefaultAmbientOcclusionTexture(cmd); return; } RayTracingShader aoShader = m_PipelineRayTracingResources.aoRaytracing; var aoSettings = hdCamera.volumeStack.GetComponent <AmbientOcclusion>(); RayCountManager rayCountManager = m_RenderPipeline.GetRayCountManager(); using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingAmbientOcclusion))) { // Grab the acceleration structure for the target camera RayTracingAccelerationStructure accelerationStructure = m_RenderPipeline.RequestAccelerationStructure(); // Define the shader pass to use for the reflection pass cmd.SetRayTracingShaderPass(aoShader, "VisibilityDXR"); // Set the acceleration structure for the pass cmd.SetRayTracingAccelerationStructure(aoShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Inject the ray generation data (be careful of the global constant buffer limitation) globalCB._RaytracingRayMaxLength = aoSettings.rayLength; globalCB._RaytracingNumSamples = aoSettings.sampleCount; ConstantBuffer.PushGlobal(cmd, globalCB, HDShaderIDs._ShaderVariablesRaytracing); // Set the data for the ray generation cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._DepthTexture, m_RenderPipeline.sharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._NormalBufferTexture, m_RenderPipeline.sharedRTManager.GetNormalBuffer()); // Inject the ray-tracing sampling data BlueNoise blueNoise = m_RenderPipeline.GetBlueNoiseManager(); blueNoise.BindDitheredRNGData8SPP(cmd); // Value used to scale the ao intensity cmd.SetRayTracingFloatParam(aoShader, HDShaderIDs._RaytracingAOIntensity, aoSettings.intensity.value); // Set the output textures cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture()); cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._AmbientOcclusionTextureRW, m_AOIntermediateBuffer0); // Run the computation cmd.DispatchRays(aoShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount); } using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterAmbientOcclusion))) { if (aoSettings.denoise) { // Grab the history buffer RTHandle ambientOcclusionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion, AmbientOcclusionHistoryBufferAllocatorFunction, 1); float historyValidity = 1.0f; #if UNITY_HDRP_DXR_TESTS_DEFINE if (Application.isPlaying) { historyValidity = 0.0f; } else #endif // We need to check if something invalidated the history buffers historyValidity = m_RenderPipeline.ValidRayTracingHistory(hdCamera) ? 1.0f : 0.0f; // Apply the temporal denoiser HDTemporalFilter temporalFilter = m_RenderPipeline.GetTemporalFilter(); temporalFilter.DenoiseBuffer(cmd, hdCamera, m_AOIntermediateBuffer0, ambientOcclusionHistory, m_AOIntermediateBuffer1, historyValidity: historyValidity); // Apply the diffuse denoiser HDDiffuseDenoiser diffuseDenoiser = m_RenderPipeline.GetDiffuseDenoiser(); diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, m_AOIntermediateBuffer1, outputTexture, aoSettings.denoiserRadius); } else { HDUtils.BlitCameraTexture(cmd, m_AOIntermediateBuffer0, outputTexture); } } // Bind the textures and the params cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, outputTexture); // TODO: All the push-debug stuff should be centralized somewhere (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO); }
void RaytracingRecursiveRender(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, CullingResults cull) { if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing)) { return; } RecursiveRendering recursiveSettings = hdCamera.volumeStack.GetComponent <RecursiveRendering>(); if (!recursiveSettings.enable.value) { return; } // Recursive rendering works as follow: // - Shader have a _RayTracing property // When this property is setup to true, a RayTracingPrepass pass on the material is enabled (otherwise it is disabled) // - Before prepass we render all object with a RayTracingPrepass pass enabled into the depth buffer for performance saving. // Note that we will exclude from the rendering of DepthPrepass, GBuffer and Forward pass the raytraced objects but not from // motion vector pass, so we can still benefit from motion vector. This is handled in VertMesh.hlsl (see below). // However currently when rendering motion vector this will tag the stencil for deferred lighting, and thus could produce overshading. // - After Transparent Depth pass we render all object with a RayTracingPrepass pass enabled into output a mask buffer (need to depth test but not to write depth) // Note: we render two times: one to save performance and the other to write the mask, otherwise if we write the mask in the first pass it // will not take into account the objects which could render on top of the raytracing one (If we want to do that we need to perform the pass after that // the depth buffer is ready, which is after the Gbuffer pass, so we can't save performance). // - During RaytracingRecursiveRender we perform a RayTracingRendering.raytrace call on all pixel tag in the mask // It is require to exclude mesh from regular pass to save performance (for opaque) and get correct result (for transparent) // For this we cull the mesh by setuping their position to NaN if _RayTracing is true and _EnableRecursiveRayTracing true. // We use this method to avoid to have to deal with RenderQueue and it allow to dynamically disabled Recursive rendering // and fallback to classic rasterize transparent this way. The code for the culling is in VertMesh() // If raytracing is disable _EnableRecursiveRayTracing is set to false and no culling happen. // Objects are still render in shadow and motion vector pass to keep their properties. // We render Recursive render object before transparent, so transparent object can be overlayed on top // like lens flare on top of headlight. We write the depth, so it correctly z-test object behind as recursive rendering // re-render everything (Mean we should also support fog and sky into it). using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RayTracingRecursiveRendering))) { RayTracingShader forwardShader = m_Asset.renderPipelineRayTracingResources.forwardRaytracing; LightCluster lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>(); RayTracingSettings rtSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>(); // Grab the acceleration structure and the list of HD lights for the target camera RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure(); HDRaytracingLightCluster lightCluster = RequestLightCluster(); // 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 // Fecth the temporary buffers we shall be using RTHandle flagBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.R0); cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingFlagMask, flagBuffer); cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._CameraColorTextureRW, m_CameraColorBuffer); // Set ray count texture RayCountManager rayCountManager = GetRayCountManager(); cmd.SetGlobalInt(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 lightCluster.BindLightClusterData(cmd); // Note: Just in case, we rebind the directional light data (in case they were not) cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_LightLoopLightData.directionalLightData); // 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 RTHandle debugBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0); cmd.SetRayTracingTextureParam(forwardShader, HDShaderIDs._RaytracingPrimaryDebug, debugBuffer); // 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, debugBuffer, FullScreenDebugMode.RecursiveRayTracing); } }
public void RenderAO(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount) { // If any of the previous requirements is missing, the effect is not requested or no acceleration structure, set the default one and leave right away if (!m_RenderPipeline.GetRayTracingState()) { SetDefaultAmbientOcclusionTexture(cmd); return; } RayTracingShader aoShader = m_PipelineRayTracingResources.aoRaytracing; var aoSettings = VolumeManager.instance.stack.GetComponent <AmbientOcclusion>(); RayTracingSettings rayTracingSettings = VolumeManager.instance.stack.GetComponent <RayTracingSettings>(); using (new ProfilingSample(cmd, "Ray Trace Ambient Occlusion", CustomSamplerId.RaytracingAmbientOcclusion.GetSampler())) { // Grab the acceleration structure for the target camera RayTracingAccelerationStructure accelerationStructure = m_RenderPipeline.RequestAccelerationStructure(); // Define the shader pass to use for the reflection pass cmd.SetRayTracingShaderPass(aoShader, "VisibilityDXR"); // Set the acceleration structure for the pass cmd.SetRayTracingAccelerationStructure(aoShader, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); // Inject the ray generation data cmd.SetRayTracingFloatParams(aoShader, HDShaderIDs._RaytracingRayBias, rayTracingSettings.rayBias.value); cmd.SetRayTracingFloatParams(aoShader, HDShaderIDs._RaytracingRayMaxLength, aoSettings.rayLength.value); cmd.SetRayTracingIntParams(aoShader, HDShaderIDs._RaytracingNumSamples, aoSettings.sampleCount.value); // Set the data for the ray generation cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._DepthTexture, m_RenderPipeline.sharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._NormalBufferTexture, m_RenderPipeline.sharedRTManager.GetNormalBuffer()); int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)frameCount % 8; cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex); // Inject the ray-tracing sampling data BlueNoise blueNoise = m_RenderPipeline.GetBlueNoiseManager(); blueNoise.BindDitheredRNGData8SPP(cmd); // Value used to scale the ao intensity cmd.SetRayTracingFloatParam(aoShader, HDShaderIDs._RaytracingAOIntensity, aoSettings.intensity.value); RayCountManager rayCountManager = m_RenderPipeline.GetRayCountManager(); cmd.SetRayTracingIntParam(aoShader, HDShaderIDs._RayCountEnabled, rayCountManager.RayCountIsEnabled()); cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture()); // Set the output textures cmd.SetRayTracingTextureParam(aoShader, HDShaderIDs._AmbientOcclusionTextureRW, m_AOIntermediateBuffer0); // Run the computation cmd.DispatchRays(aoShader, m_RayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount); } using (new ProfilingSample(cmd, "Filter Ambient Occlusion", CustomSamplerId.RaytracingAmbientOcclusion.GetSampler())) { if (aoSettings.denoise.value) { // Grab the history buffer RTHandle ambientOcclusionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedAmbientOcclusion, AmbientOcclusionHistoryBufferAllocatorFunction, 1); // Apply the temporal denoiser HDTemporalFilter temporalFilter = m_RenderPipeline.GetTemporalFilter(); temporalFilter.DenoiseBuffer(cmd, hdCamera, m_AOIntermediateBuffer0, ambientOcclusionHistory, m_AOIntermediateBuffer1); // Apply the diffuse denoiser HDDiffuseDenoiser diffuseDenoiser = m_RenderPipeline.GetDiffuseDenoiser(); diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, m_AOIntermediateBuffer1, outputTexture, aoSettings.denoiserRadius.value); } else { HDUtils.BlitCameraTexture(cmd, m_AOIntermediateBuffer0, outputTexture); } } // Bind the textures and the params cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, outputTexture); cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, new Vector4(0f, 0f, 0f, VolumeManager.instance.stack.GetComponent <AmbientOcclusion>().directLightingStrength.value)); // TODO: All the push-debug stuff should be centralized somewhere (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, outputTexture, FullScreenDebugMode.SSAO); }