DeferredLightingRTParameters PrepareIndirectDiffuseDeferredLightingRTParameters(HDCamera hdCamera)
        {
            DeferredLightingRTParameters deferredParameters = new DeferredLightingRTParameters();

            // Fetch the GI volume component
            var settings = hdCamera.volumeStack.GetComponent <GlobalIllumination>();
            RayTracingSettings rTSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            // Make sure the binning buffer has the right size
            CheckBinningBuffersSize(hdCamera);

            // Generic attributes
            deferredParameters.rayBinning          = true;
            deferredParameters.layerMask.value     = (int)RayTracingRendererFlag.GlobalIllumination;
            deferredParameters.diffuseLightingOnly = true;
            deferredParameters.halfResolution      = !settings.fullResolution;
            deferredParameters.rayCountType        = (int)RayCountValues.DiffuseGI_Deferred;
            deferredParameters.lodBias             = settings.textureLodBias.value;

            // Ray marching
            deferredParameters.mixedTracing  = settings.tracing.value == RayCastingMode.Mixed && hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred;
            deferredParameters.raySteps      = settings.maxMixedRaySteps;
            deferredParameters.nearClipPlane = hdCamera.camera.nearClipPlane;
            deferredParameters.farClipPlane  = hdCamera.camera.farClipPlane;

            // Camera data
            deferredParameters.width     = hdCamera.actualWidth;
            deferredParameters.height    = hdCamera.actualHeight;
            deferredParameters.viewCount = hdCamera.viewCount;

            // Compute buffers
            deferredParameters.rayBinResult          = m_RayBinResult;
            deferredParameters.rayBinSizeResult      = m_RayBinSizeResult;
            deferredParameters.accelerationStructure = RequestAccelerationStructure();
            deferredParameters.lightCluster          = RequestLightCluster();
            deferredParameters.mipChainBuffer        = m_DepthBufferMipChainInfo.GetOffsetBufferData(m_DepthPyramidMipLevelOffsetsBuffer);

            // Shaders
            deferredParameters.rayMarchingCS        = m_GlobalSettings.renderPipelineRayTracingResources.rayMarchingCS;
            deferredParameters.gBufferRaytracingRT  = m_GlobalSettings.renderPipelineRayTracingResources.gBufferRaytracingRT;
            deferredParameters.deferredRaytracingCS = m_GlobalSettings.renderPipelineRayTracingResources.deferredRaytracingCS;
            deferredParameters.rayBinningCS         = m_GlobalSettings.renderPipelineRayTracingResources.rayBinningCS;

            // XRTODO: add ray binning support for single-pass
            if (deferredParameters.viewCount > 1 && deferredParameters.rayBinning)
            {
                deferredParameters.rayBinning = false;
            }

            // Make a copy of the previous values that were defined in the CB
            deferredParameters.raytracingCB = m_ShaderVariablesRayTracingCB;
            // Override the ones we need to
            deferredParameters.raytracingCB._RaytracingRayMaxLength        = settings.rayLength;
            deferredParameters.raytracingCB._RaytracingIntensityClamp      = settings.clampValue;
            deferredParameters.raytracingCB._RaytracingIncludeSky          = 1;
            deferredParameters.raytracingCB._RaytracingPreExposition       = 1;
            deferredParameters.raytracingCB._RayTracingDiffuseLightingOnly = 1;

            return(deferredParameters);
        }
示例#2
0
        RTShadowDirectionalTraceParameters PrepareRTShadowDirectionalTraceParameters(HDCamera hdCamera, HDAdditionalLightData additionalLightData)
        {
            RTShadowDirectionalTraceParameters rtsdtParams = new RTShadowDirectionalTraceParameters();
            RayTracingSettings rayTracingSettings          = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            // Set the camera parameters
            rtsdtParams.texWidth  = hdCamera.actualWidth;
            rtsdtParams.texHeight = hdCamera.actualHeight;
            rtsdtParams.viewCount = hdCamera.viewCount;

            // Evaluation parameters
            rtsdtParams.softShadow = additionalLightData.angularDiameter > 0.0 ? true : false;
            // If the surface is infinitively small, we force it to one sample.
            rtsdtParams.numShadowSamples = rtsdtParams.softShadow ? additionalLightData.numRayTracingSamples : 1;
            rtsdtParams.colorShadow      = m_CurrentSunLightAdditionalLightData.colorShadow;
            rtsdtParams.maxShadowLength  = rayTracingSettings.directionalShadowRayLength.value;

            // Kernels
            rtsdtParams.clearShadowKernel       = m_ClearShadowTexture;
            rtsdtParams.directionalShadowSample = m_RaytracingDirectionalShadowSample;

            // Grab the acceleration structure for the target camera
            rtsdtParams.accelerationStructure       = RequestAccelerationStructure();
            rtsdtParams.screenSpaceShadowCS         = m_ScreenSpaceShadowsCS;
            rtsdtParams.screenSpaceShadowRT         = m_ScreenSpaceShadowsRT;
            rtsdtParams.shaderVariablesRayTracingCB = m_ShaderVariablesRayTracingCB;
            BlueNoise blueNoise = GetBlueNoiseManager();

            rtsdtParams.ditheredTextureSet = blueNoise.DitheredTextureSet8SPP();

            return(rtsdtParams);
        }
        void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the shaders that we will be using
            ComputeShader    reflectionFilter = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS;
            RayTracingShader reflectionShader = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingRT;

            // Request the buffers we shall be using
            RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
            RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

            var                settings             = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();
            LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingIntegrateReflection)))
            {
                // Bind all the required data for ray tracing
                BindRayTracedReflectionData(cmd, hdCamera, reflectionShader, settings, lightClusterSettings, rtSettings, intermediateBuffer0, intermediateBuffer1);

                // Only use the shader variant that has multi bounce if the bounce count > 1
                CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", settings.bounceCount.value > 1);

                // We are not in the diffuse only case
                CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);

                // Run the computation
                cmd.DispatchRays(reflectionShader, m_RayGenIntegrationName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount);

                // Disable multi-bounce
                CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);
            }

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterReflection)))
            {
                if (settings.denoise.value)
                {
                    // Grab the history buffer
                    RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 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 *= ValidRayTracingHistory(hdCamera) ? 1.0f : 0.0f;

                    HDReflectionDenoiser reflectionDenoiser = GetReflectionDenoiser();
                    reflectionDenoiser.DenoiseBuffer(cmd, hdCamera, settings.denoiserRadius.value, intermediateBuffer0, reflectionHistory, outputTexture, historyValidity: historyValidity);
                }
                else
                {
                    HDUtils.BlitCameraTexture(cmd, intermediateBuffer0, outputTexture);
                }
            }
        }
        public void RenderIndirectDiffuseT2(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            GlobalIllumination giSettings           = VolumeManager.instance.stack.GetComponent <GlobalIllumination>();
            LightCluster       lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = VolumeManager.instance.stack.GetComponent <RayTracingSettings>();

            // Shaders that are used
            RayTracingShader indirectDiffuseRT = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingRT;

            BindRayTracedIndirectDiffuseData(cmd, hdCamera, indirectDiffuseRT, giSettings, lightClusterSettings, rtSettings);

            // Compute the actual resolution that is needed base on the quality
            int widthResolution  = hdCamera.actualWidth;
            int heightResolution = hdCamera.actualHeight;

            // Only use the shader variant that has multi bounce if the bounce count > 1
            CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", giSettings.bounceCount.value > 1);
            // Run the computation
            CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", true);

            cmd.DispatchRays(indirectDiffuseRT, m_RayGenIndirectDiffuseIntegrationName, (uint)widthResolution, (uint)heightResolution, (uint)hdCamera.viewCount);

            // Disable the keywords we do not need anymore
            CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);
            CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);

            using (new ProfilingSample(cmd, "Filter Indirect Diffuse", CustomSamplerId.RaytracingFilterIndirectDiffuse.GetSampler()))
            {
                if (giSettings.denoise.value)
                {
                    DenoiseIndirectDiffuseBuffer(hdCamera, cmd, giSettings);
                }
            }
        }
        DeferredLightingRTParameters PrepareReflectionDeferredLightingRTParameters(HDCamera hdCamera, bool fullResolution, bool transparent)
        {
            DeferredLightingRTParameters deferredParameters = new DeferredLightingRTParameters();

            // Fetch the GI volume component
            var settings = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();
            RayTracingSettings rTSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            // Make sure the binning buffer has the right size
            CheckBinningBuffersSize(hdCamera);

            // Generic attributes
            deferredParameters.rayBinning                  = true;
            deferredParameters.layerMask.value             = (int)RayTracingRendererFlag.Reflection;
            deferredParameters.diffuseLightingOnly         = false;
            deferredParameters.halfResolution              = !fullResolution;
            deferredParameters.rayCountType                = (int)RayCountValues.ReflectionDeferred;
            deferredParameters.lodBias                     = settings.textureLodBias.value;
            deferredParameters.rayMiss                     = (int)(settings.rayMiss.value);
            deferredParameters.lastBounceFallbackHierarchy = (int)(settings.lastBounceFallbackHierarchy.value);

            // Ray Marching parameters
            deferredParameters.mixedTracing  = (settings.tracing.value == RayCastingMode.Mixed && hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred) && !transparent;
            deferredParameters.raySteps      = settings.rayMaxIterationsRT;
            deferredParameters.nearClipPlane = hdCamera.camera.nearClipPlane;
            deferredParameters.farClipPlane  = hdCamera.camera.farClipPlane;

            // Camera data
            deferredParameters.width     = hdCamera.actualWidth;
            deferredParameters.height    = hdCamera.actualHeight;
            deferredParameters.viewCount = hdCamera.viewCount;

            // Compute buffers
            deferredParameters.rayBinResult          = m_RayBinResult;
            deferredParameters.rayBinSizeResult      = m_RayBinSizeResult;
            deferredParameters.accelerationStructure = RequestAccelerationStructure(hdCamera);
            deferredParameters.lightCluster          = RequestLightCluster();
            deferredParameters.mipChainBuffer        = hdCamera.depthBufferMipChainInfo.GetOffsetBufferData(m_DepthPyramidMipLevelOffsetsBuffer);

            // Shaders
            deferredParameters.rayMarchingCS        = m_GlobalSettings.renderPipelineRayTracingResources.rayMarchingCS;
            deferredParameters.gBufferRaytracingRT  = m_GlobalSettings.renderPipelineRayTracingResources.gBufferRaytracingRT;
            deferredParameters.deferredRaytracingCS = m_GlobalSettings.renderPipelineRayTracingResources.deferredRaytracingCS;
            deferredParameters.rayBinningCS         = m_GlobalSettings.renderPipelineRayTracingResources.rayBinningCS;

            // Make a copy of the previous values that were defined in the CB
            deferredParameters.raytracingCB = m_ShaderVariablesRayTracingCB;
            // Override the ones we need to
            deferredParameters.raytracingCB._RaytracingRayMaxLength                = settings.rayLength;
            deferredParameters.raytracingCB._RaytracingIntensityClamp              = settings.clampValue;
            deferredParameters.raytracingCB._RaytracingPreExposition               = 0;
            deferredParameters.raytracingCB._RayTracingDiffuseLightingOnly         = 0;
            deferredParameters.raytracingCB._RayTracingRayMissFallbackHierarchy    = deferredParameters.rayMiss;
            deferredParameters.raytracingCB._RayTracingLastBounceFallbackHierarchy = deferredParameters.lastBounceFallbackHierarchy;

            return(deferredParameters);
        }
        DeferredLightingRTParameters PrepareReflectionDeferredLightingRTParameters(HDCamera hdCamera)
        {
            DeferredLightingRTParameters deferredParameters = new DeferredLightingRTParameters();

            // Fetch the GI volume component
            var settings = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();
            RayTracingSettings rTSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            // Make sure the binning buffer has the right size
            CheckBinningBuffersSize(hdCamera);

            // Generic attributes
            deferredParameters.rayBinning          = true;
            deferredParameters.layerMask.value     = (int)RayTracingRendererFlag.Reflection;
            deferredParameters.diffuseLightingOnly = false;
            deferredParameters.halfResolution      = !settings.fullResolution;
            deferredParameters.rayCountType        = (int)RayCountValues.ReflectionDeferred;
            deferredParameters.lodBias             = settings.textureLodBias.value;

            // Camera data
            deferredParameters.width     = hdCamera.actualWidth;
            deferredParameters.height    = hdCamera.actualHeight;
            deferredParameters.viewCount = hdCamera.viewCount;

            // Compute buffers
            deferredParameters.rayBinResult          = m_RayBinResult;
            deferredParameters.rayBinSizeResult      = m_RayBinSizeResult;
            deferredParameters.accelerationStructure = RequestAccelerationStructure();
            deferredParameters.lightCluster          = RequestLightCluster();

            // Shaders
            deferredParameters.gBufferRaytracingRT  = m_GlobalSettings.renderPipelineRayTracingResources.gBufferRaytracingRT;
            deferredParameters.deferredRaytracingCS = m_GlobalSettings.renderPipelineRayTracingResources.deferredRaytracingCS;
            deferredParameters.rayBinningCS         = m_GlobalSettings.renderPipelineRayTracingResources.rayBinningCS;

            // XRTODO: add ray binning support for single-pass
            if (deferredParameters.viewCount > 1 && deferredParameters.rayBinning)
            {
                deferredParameters.rayBinning = false;
            }

            // Make a copy of the previous values that were defined in the CB
            deferredParameters.raytracingCB = m_ShaderVariablesRayTracingCB;
            // Override the ones we need to
            deferredParameters.raytracingCB._RaytracingRayMaxLength        = settings.rayLength;
            deferredParameters.raytracingCB._RaytracingIntensityClamp      = settings.clampValue;
            deferredParameters.raytracingCB._RaytracingIncludeSky          = settings.reflectSky.value ? 1 : 0;
            deferredParameters.raytracingCB._RaytracingPreExposition       = 0;
            deferredParameters.raytracingCB._RayTracingDiffuseLightingOnly = 0;

            return(deferredParameters);
        }
        DeferredLightingRTParameters PrepareIndirectDiffuseDeferredLightingRTParameters(HDCamera hdCamera)
        {
            DeferredLightingRTParameters deferredParameters = new DeferredLightingRTParameters();

            // Fetch the GI volume component
            var settings = hdCamera.volumeStack.GetComponent <GlobalIllumination>();
            RayTracingSettings rTSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            // Make sure the binning buffer has the right size
            CheckBinningBuffersSize(hdCamera);

            // Generic attributes
            deferredParameters.rayBinning          = true;
            deferredParameters.layerMask.value     = (int)RayTracingRendererFlag.GlobalIllumination;
            deferredParameters.diffuseLightingOnly = true;

            deferredParameters.halfResolution = false;
            deferredParameters.rayCountType   = (int)RayCountValues.DiffuseGI_Deferred;

            // Camera data
            deferredParameters.width     = hdCamera.actualWidth;
            deferredParameters.height    = hdCamera.actualHeight;
            deferredParameters.viewCount = hdCamera.viewCount;

            // Compute buffers
            deferredParameters.rayBinResult          = m_RayBinResult;
            deferredParameters.rayBinSizeResult      = m_RayBinSizeResult;
            deferredParameters.accelerationStructure = RequestAccelerationStructure();
            deferredParameters.lightCluster          = RequestLightCluster();

            // Shaders
            deferredParameters.gBufferRaytracingRT  = m_Asset.renderPipelineRayTracingResources.gBufferRaytracingRT;
            deferredParameters.deferredRaytracingCS = m_Asset.renderPipelineRayTracingResources.deferredRaytracingCS;
            deferredParameters.rayBinningCS         = m_Asset.renderPipelineRayTracingResources.rayBinningCS;

            // XRTODO: add ray binning support for single-pass
            if (deferredParameters.viewCount > 1 && deferredParameters.rayBinning)
            {
                deferredParameters.rayBinning = false;
                Debug.LogWarning("Ray binning is not supported with XR single-pass rendering!");
            }

            deferredParameters.globalCB = m_ShaderVariablesRayTracingCB;
            deferredParameters.globalCB._RaytracingIntensityClamp      = settings.clampValue.value;
            deferredParameters.globalCB._RaytracingPreExposition       = 1;
            deferredParameters.globalCB._RaytracingDiffuseRay          = 1;
            deferredParameters.globalCB._RaytracingIncludeSky          = 1;
            deferredParameters.globalCB._RaytracingRayMaxLength        = settings.rayLength.value;
            deferredParameters.globalCB._RayTracingDiffuseLightingOnly = deferredParameters.diffuseLightingOnly ? 1 : 0;

            return(deferredParameters);
        }
        DeferredLightingRTParameters PrepareIndirectDiffuseDeferredLightingRTParameters(HDCamera hdCamera)
        {
            DeferredLightingRTParameters deferredParameters = new DeferredLightingRTParameters();

            // Fetch the GI volume component
            var settings = VolumeManager.instance.stack.GetComponent <GlobalIllumination>();
            RayTracingSettings rTSettings = VolumeManager.instance.stack.GetComponent <RayTracingSettings>();

            // Make sure the binning buffer has the right size
            CheckBinningBuffersSize(hdCamera);

            // Generic attributes
            deferredParameters.rayBinning          = settings.rayBinning.value;
            deferredParameters.layerMask.value     = (int)RayTracingRendererFlag.GlobalIllumination;
            deferredParameters.rayBias             = rTSettings.rayBias.value;
            deferredParameters.maxRayLength        = settings.rayLength.value;
            deferredParameters.clampValue          = settings.clampValue.value;
            deferredParameters.includeSky          = true;
            deferredParameters.diffuseLightingOnly = true;

            deferredParameters.halfResolution = false;
            deferredParameters.rayCountFlag   = m_RayCountManager.RayCountIsEnabled();
            deferredParameters.rayCountType   = (int)RayCountValues.DiffuseGI_Deferred;
            deferredParameters.preExpose      = true;

            // Camera data
            deferredParameters.width     = hdCamera.actualWidth;
            deferredParameters.height    = hdCamera.actualHeight;
            deferredParameters.viewCount = hdCamera.viewCount;
            deferredParameters.fov       = hdCamera.camera.fieldOfView;

            // Compute buffers
            deferredParameters.rayBinResult          = m_RayBinResult;
            deferredParameters.rayBinSizeResult      = m_RayBinSizeResult;
            deferredParameters.accelerationStructure = RequestAccelerationStructure();
            deferredParameters.lightCluster          = RequestLightCluster();

            // Shaders
            deferredParameters.gBufferRaytracingRT  = m_Asset.renderPipelineRayTracingResources.gBufferRaytracingRT;
            deferredParameters.deferredRaytracingCS = m_Asset.renderPipelineRayTracingResources.deferredRaytracingCS;
            deferredParameters.rayBinningCS         = m_Asset.renderPipelineRayTracingResources.rayBinningCS;

            // XRTODO: add ray binning support for single-pass
            if (deferredParameters.viewCount > 1 && deferredParameters.rayBinning)
            {
                deferredParameters.rayBinning = false;
                Debug.LogWarning("Ray binning is not supported with XR single-pass rendering!");
            }

            return(deferredParameters);
        }
示例#9
0
        internal void ResetMaterialDirtiness(HDCamera hdCamera)
        {
            RayTracingSettings rtSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

#if UNITY_EDITOR
            if (rtSettings.buildMode.value == RTASBuildMode.Automatic || hdCamera.camera.cameraType == CameraType.SceneView)
#else
            if (rtSettings.buildMode.value == RTASBuildMode.Automatic)
#endif
            {
                m_RTASManager.materialsDirty = false;
            }
            else
            {
                hdCamera.materialsDirty = false;
            }
        }
示例#10
0
        internal bool GetTransformDirtiness(HDCamera hdCamera)
        {
            RayTracingSettings rtSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

#if UNITY_EDITOR
            if (rtSettings.buildMode.value == RTASBuildMode.Automatic || hdCamera.camera.cameraType == CameraType.SceneView)
#else
            if (rtSettings.buildMode.value == RTASBuildMode.Automatic)
#endif
            {
                return(m_RTASManager.transformsDirty);
            }
            else
            {
                return(hdCamera.transformsDirty);
            }
        }
        void RenderReflectionsT2(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the shaders that we will be using
            ComputeShader    reflectionFilter = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS;
            RayTracingShader reflectionShader = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingRT;

            var                settings             = VolumeManager.instance.stack.GetComponent <ScreenSpaceReflection>();
            LightCluster       lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = VolumeManager.instance.stack.GetComponent <RayTracingSettings>();

            using (new ProfilingSample(cmd, "Ray Traced Reflection", CustomSamplerId.RaytracingIntegrateReflection.GetSampler()))
            {
                // Bind all the required data for ray tracing
                BindRayTracedReflectionData(cmd, hdCamera, reflectionShader, settings, lightClusterSettings, rtSettings);

                // Only use the shader variant that has multi bounce if the bounce count > 1
                CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", settings.bounceCount.value > 1);

                // We are not in the diffuse only case
                CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);

                // Run the computation
                cmd.DispatchRays(reflectionShader, m_RayGenIntegrationName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount);

                // Disable multi-bounce
                CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);
            }

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingFilterReflection.GetSampler()))
            {
                if (settings.denoise.value)
                {
                    // Grab the history buffer
                    RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1);

                    HDSimpleDenoiser simpleDenoiser = GetSimpleDenoiser();
                    simpleDenoiser.DenoiseBuffer(cmd, hdCamera, m_ReflIntermediateTexture0, reflectionHistory, outputTexture, settings.denoiserRadius.value, singleChannel: false);
                }
                else
                {
                    HDUtils.BlitCameraTexture(cmd, m_ReflIntermediateTexture0, outputTexture);
                }
            }
        }
示例#12
0
        internal RayTracingAccelerationStructure RequestAccelerationStructure(HDCamera hdCamera)
        {
            if (m_ValidRayTracingState)
            {
                RayTracingSettings rtSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();
#if UNITY_EDITOR
                if (rtSettings.buildMode.value == RTASBuildMode.Automatic || hdCamera.camera.cameraType == CameraType.SceneView)
#else
                if (rtSettings.buildMode.value == RTASBuildMode.Automatic)
#endif
                { return(m_RTASManager.rtas); }
                else
                {
                    return(hdCamera.rayTracingAccelerationStructure);
                }
            }
            return(null);
        }
示例#13
0
        void RenderIndirectDiffuseQuality(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            GlobalIllumination giSettings           = hdCamera.volumeStack.GetComponent <GlobalIllumination>();
            LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            // Shaders that are used
            RayTracingShader indirectDiffuseRT = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingRT;

            // Request the intermediate texture we will be using
            RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

            // Bind all the parameters for ray tracing
            BindRayTracedIndirectDiffuseData(cmd, hdCamera, indirectDiffuseRT, giSettings, lightClusterSettings, rtSettings, m_IndirectDiffuseBuffer, intermediateBuffer1);

            // Compute the actual resolution that is needed base on the quality
            int widthResolution  = hdCamera.actualWidth;
            int heightResolution = hdCamera.actualHeight;

            // Only use the shader variant that has multi bounce if the bounce count > 1
            CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", giSettings.bounceCount.value > 1);

            // Run the computation
            cmd.SetGlobalInt(HDShaderIDs._RayTracingDiffuseLightingOnly, 1);
            cmd.DispatchRays(indirectDiffuseRT, m_RayGenIndirectDiffuseIntegrationName, (uint)widthResolution, (uint)heightResolution, (uint)hdCamera.viewCount);

            // Disable the keywords we do not need anymore
            CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterIndirectDiffuse)))
            {
                if (giSettings.denoise.value)
                {
                    DenoiseIndirectDiffuseBuffer(hdCamera, cmd, giSettings);
                }
            }
        }
示例#14
0
        void RenderSubsurfaceScattering(HDCamera hdCamera, CommandBuffer cmd, RTHandle colorBufferRT,
                                        RTHandle diffuseBufferRT, RTHandle depthStencilBufferRT, RTHandle depthTextureRT)
        {
            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.SubsurfaceScattering))
            {
                return;
            }

            BuildCoarseStencilAndResolveIfNeeded(hdCamera, cmd);

            var settings = hdCamera.volumeStack.GetComponent <SubSurfaceScattering>();

            // If ray tracing is enabled for the camera, if the volume override is active and if the RAS is built, we want to do ray traced SSS
            if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && settings.rayTracing.value && GetRayTracingState())
            {
                using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SubsurfaceScattering)))
                {
                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesXHR  = (hdCamera.actualWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYHR  = (hdCamera.actualHeight + (areaTileSize - 1)) / areaTileSize;

                    // Clear the integration texture first
                    cmd.SetComputeTextureParam(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, HDShaderIDs._RaytracedShadowIntegration, diffuseBufferRT);
                    cmd.DispatchCompute(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                    // Fetch the volume overrides that we shall be using
                    RayTracingShader   subSurfaceShader   = m_Asset.renderPipelineRayTracingResources.subSurfaceRayTracing;
                    RayTracingSettings rayTracingSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();
                    ComputeShader      deferredRayTracing = m_Asset.renderPipelineRayTracingResources.deferredRaytracingCS;

                    // Fetch all the intermediate buffers that we need
                    RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
                    RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);
                    RTHandle intermediateBuffer2 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA2);
                    RTHandle intermediateBuffer3 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA3);
                    RTHandle directionBuffer     = GetRayTracingBuffer(InternalRayTracingBuffers.Direction);

                    // Grab the acceleration structure for the target camera
                    RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();

                    // Define the shader pass to use for the reflection pass
                    cmd.SetRayTracingShaderPass(subSurfaceShader, "SubSurfaceDXR");

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

                    // Inject the ray-tracing sampling data
                    BlueNoise blueNoise = GetBlueNoiseManager();
                    blueNoise.BindDitheredRNGData8SPP(cmd);

                    // For every sample that we need to process
                    for (int sampleIndex = 0; sampleIndex < settings.sampleCount.value; ++sampleIndex)
                    {
                        // Inject the ray generation data
                        cmd.SetRayTracingFloatParams(subSurfaceShader, HDShaderIDs._RaytracingRayBias, rayTracingSettings.rayBias.value);
                        cmd.SetRayTracingIntParams(subSurfaceShader, HDShaderIDs._RaytracingNumSamples, settings.sampleCount.value);
                        cmd.SetRayTracingIntParams(subSurfaceShader, HDShaderIDs._RaytracingSampleIndex, sampleIndex);
                        int frameIndex = RayTracingFrameIndex(hdCamera);
                        cmd.SetRayTracingIntParam(subSurfaceShader, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                        // Bind the textures for ray generation
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._DepthTexture, sharedRTManager.GetDepthStencilBuffer());
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._NormalBufferTexture, sharedRTManager.GetNormalBuffer());
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._SSSBufferTexture, m_SSSColor);
                        cmd.SetGlobalTexture(HDShaderIDs._StencilTexture, sharedRTManager.GetDepthStencilBuffer(), RenderTextureSubElement.Stencil);

                        // Set the output textures
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._ThroughputTextureRW, intermediateBuffer0);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._NormalTextureRW, intermediateBuffer1);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._PositionTextureRW, intermediateBuffer2);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._DiffuseLightingTextureRW, intermediateBuffer3);
                        cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._DirectionTextureRW, directionBuffer);

                        // Run the computation
                        cmd.DispatchRays(subSurfaceShader, m_RayGenSubSurfaceShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount);

                        // Now let's do the deferred shading pass on the samples
                        // TODO: Do this only once in the init pass
                        int currentKernel = deferredRayTracing.FindKernel("RaytracingDiffuseDeferred");

                        // Bind the lightLoop data
                        HDRaytracingLightCluster lightCluster = RequestLightCluster();
                        lightCluster.BindLightClusterData(cmd);

                        // Bind the input textures
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._DepthTexture, sharedRTManager.GetDepthStencilBuffer());
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._ThroughputTextureRW, intermediateBuffer0);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._NormalTextureRW, intermediateBuffer1);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._PositionTextureRW, intermediateBuffer2);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._DirectionTextureRW, directionBuffer);
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._DiffuseLightingTextureRW, intermediateBuffer3);

                        // Bind the output texture (it is used for accumulation read and write)
                        cmd.SetComputeTextureParam(deferredRayTracing, currentKernel, HDShaderIDs._RaytracingLitBufferRW, diffuseBufferRT);

                        // Compute the Lighting
                        cmd.DispatchCompute(deferredRayTracing, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);
                    }

                    // Grab the history buffer
                    RTHandle subsurfaceHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RayTracedSubSurface)
                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RayTracedSubSurface, SubSurfaceHistoryBufferAllocatorFunction, 1);

                    // Check if we need to invalidate the history
                    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 *= ValidRayTracingHistory(hdCamera) ? 1.0f : 0.0f;

                    // Apply temporal filtering to the buffer
                    HDTemporalFilter temporalFilter = GetTemporalFilter();
                    temporalFilter.DenoiseBuffer(cmd, hdCamera, diffuseBufferRT, subsurfaceHistory, intermediateBuffer0, singleChannel: false, historyValidity: historyValidity);

                    // Push this version of the texture for debug
                    PushFullScreenDebugTexture(hdCamera, cmd, intermediateBuffer0, FullScreenDebugMode.RayTracedSubSurface);

                    // Combine it with the rest of the lighting
                    m_CombineLightingPass.SetTexture(HDShaderIDs._IrradianceSource, intermediateBuffer0);
                    HDUtils.DrawFullScreen(cmd, m_CombineLightingPass, colorBufferRT, depthStencilBufferRT, shaderPassId: 1);
                }
            }
            else
            {
                using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SubsurfaceScattering)))
                {
                    var parameters = PrepareSubsurfaceScatteringParameters(hdCamera);
                    var resources  = new SubsurfaceScatteringResources();
                    resources.colorBuffer           = colorBufferRT;
                    resources.diffuseBuffer         = diffuseBufferRT;
                    resources.depthStencilBuffer    = depthStencilBufferRT;
                    resources.depthTexture          = depthTextureRT;
                    resources.cameraFilteringBuffer = m_SSSCameraFilteringBuffer;
                    resources.coarseStencilBuffer   = parameters.coarseStencilBuffer;
                    resources.sssBuffer             = m_SSSColor;

                    // For Jimenez we always need an extra buffer, for Disney it depends on platform
                    if (parameters.needTemporaryBuffer)
                    {
                        // Clear the SSS filtering target
                        using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.ClearSSSFilteringTarget)))
                        {
                            CoreUtils.SetRenderTarget(cmd, m_SSSCameraFilteringBuffer, ClearFlag.Color, Color.clear);
                        }
                    }

                    RenderSubsurfaceScattering(parameters, resources, cmd);
                }
            }
        }
示例#15
0
        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 RenderReflectionsT1(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the required resources
            BlueNoise        blueNoise          = GetBlueNoiseManager();
            RayTracingShader reflectionShaderRT = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingRT;
            ComputeShader    reflectionShaderCS = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingCS;
            ComputeShader    reflectionFilter   = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS;

            // Fetch all the settings
            var                settings             = VolumeManager.instance.stack.GetComponent <ScreenSpaceReflection>();
            LightCluster       lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = VolumeManager.instance.stack.GetComponent <RayTracingSettings>();

            // Texture dimensions
            int texWidth  = hdCamera.actualWidth;
            int texHeight = hdCamera.actualHeight;

            // Evaluate the dispatch parameters
            int areaTileSize = 8;
            int numTilesXHR = 0, numTilesYHR = 0;
            int currentKernel = 0;
            RenderTargetIdentifier clearCoatMaskTexture;

            using (new ProfilingSample(cmd, "Ray Traced Reflection", CustomSamplerId.RaytracingIntegrateReflection.GetSampler()))
            {
                if (settings.deferredMode.value)
                {
                    // Fetch the new sample kernel
                    currentKernel = reflectionShaderCS.FindKernel(settings.fullResolution.value ? "RaytracingReflectionsFullRes" : "RaytracingReflectionsHalfRes");

                    // Inject the ray-tracing sampling data
                    blueNoise.BindDitheredRNGData8SPP(cmd);

                    // Bind all the required textures
                    cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                    clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();
                    cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

                    // Bind all the required scalars
                    cmd.SetComputeFloatParam(reflectionShaderCS, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);
                    cmd.SetComputeFloatParam(reflectionShaderCS, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
                    cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._RaytracingIncludeSky, settings.reflectSky.value ? 1 : 0);

                    // Bind the sampling data
                    int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8;
                    cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                    // Bind the output buffers
                    cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, m_ReflIntermediateTexture1);

                    if (settings.fullResolution.value)
                    {
                        // Evaluate the dispatch parameters
                        numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize;
                        numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize;
                    }
                    else
                    {
                        // Evaluate the dispatch parameters
                        numTilesXHR = (texWidth / 2 + (areaTileSize - 1)) / areaTileSize;
                        numTilesYHR = (texHeight / 2 + (areaTileSize - 1)) / areaTileSize;
                    }

                    // Compute the directions
                    cmd.DispatchCompute(reflectionShaderCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                    // Prepare the components for the deferred lighting
                    DeferredLightingRTParameters deferredParamters = PrepareReflectionDeferredLightingRTParameters(hdCamera);
                    DeferredLightingRTResources  deferredResources = PrepareDeferredLightingRTResources(hdCamera, m_ReflIntermediateTexture1, m_ReflIntermediateTexture0);

                    // Evaluate the deferred lighting
                    RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources);
                }
                else
                {
                    // Bind all the required data for ray tracing
                    BindRayTracedReflectionData(cmd, hdCamera, reflectionShaderRT, settings, lightClusterSettings, rtSettings);

                    // Run the computation
                    if (settings.fullResolution.value)
                    {
                        cmd.DispatchRays(reflectionShaderRT, m_RayGenReflectionFullResName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount);
                    }
                    else
                    {
                        // Run the computation
                        cmd.DispatchRays(reflectionShaderRT, m_RayGenReflectionHalfResName, (uint)(hdCamera.actualWidth / 2), (uint)(hdCamera.actualHeight / 2), (uint)hdCamera.viewCount);
                    }
                }

                // Fetch the right filter to use
                if (settings.fullResolution.value)
                {
                    currentKernel = reflectionFilter.FindKernel("ReflectionIntegrationUpscaleFullRes");
                }
                else
                {
                    currentKernel = reflectionFilter.FindKernel("ReflectionIntegrationUpscaleHalfRes");
                }

                // Inject all the parameters for the compute
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrLightingTextureRW, m_ReflIntermediateTexture0);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrHitPointTexture, m_ReflIntermediateTexture1);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._BlueNoiseTexture, blueNoise.textureArray16RGB);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_RaytracingReflectionTexture", outputTexture);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
                cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._SpatialFilterRadius, settings.upscaleRadius.value);
                cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._RaytracingDenoiseRadius, settings.denoise.value ? settings.denoiserRadius.value : 0);
                cmd.SetComputeFloatParam(reflectionFilter, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);

                numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize;
                numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize;

                // Bind the right texture for clear coat support
                clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

                // Compute the texture
                cmd.DispatchCompute(reflectionFilter, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);
            }

            using (new ProfilingSample(cmd, "Filter Reflection", CustomSamplerId.RaytracingFilterReflection.GetSampler()))
            {
                if (settings.denoise.value)
                {
                    // Grab the history buffer
                    RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 1);

                    HDSimpleDenoiser simpleDenoiser = GetSimpleDenoiser();
                    simpleDenoiser.DenoiseBuffer(cmd, hdCamera, outputTexture, reflectionHistory, m_ReflIntermediateTexture0, settings.denoiserRadius.value, singleChannel: false);
                    HDUtils.BlitCameraTexture(cmd, m_ReflIntermediateTexture0, outputTexture);
                }
            }
        }
        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);
        }
示例#19
0
        public void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // First thing to check is: Do we have a valid ray-tracing environment?
            RayTracingShader pathTracingShader   = m_Asset.renderPipelineRayTracingResources.pathTracing;
            PathTracing      pathTracingSettings = VolumeManager.instance.stack.GetComponent <PathTracing>();

            // Check the validity of the state before computing the effect
            if (!pathTracingShader || !pathTracingSettings.enable.value)
            {
                return;
            }

            // Inject the ray-tracing sampling data
            BlueNoise blueNoiseManager = GetBlueNoiseManager();

            blueNoiseManager.BindDitheredRNGData256SPP(cmd);

            // Grab the history buffer (hijack the reflections one)
            RTHandle history = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.PathTracing)
                               ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.PathTracing, PathTracingHistoryBufferAllocatorFunction, 1);

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            LightCluster       lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();
            RayTracingSettings rayTracingSettings   = VolumeManager.instance.stack.GetComponent <RayTracingSettings>();

            // Define the shader pass to use for the path tracing pass
            cmd.SetRayTracingShaderPass(pathTracingShader, "PathTracingDXR");

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

            // Inject the ray-tracing sampling data
            cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambled256Tex);
            cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

            // Inject the ray generation data
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rayTracingSettings.rayBias.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingNumSamples, pathTracingSettings.maximumSamples.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMinRecursion, pathTracingSettings.minimumDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, pathTracingSettings.maximumDepth.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, pathTracingSettings.maximumIntensity.value);
            cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

            // Set the data for the ray generation
            //cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._CameraColorTextureRW, outputTexture);
            cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameCount);

            // Compute an approximate pixel spread angle value (in radians)
            cmd.SetRayTracingFloatParam(pathTracingShader, HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

            // LightLoop data
            cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
            cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
            cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
            cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
            cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, lightClusterSettings.maxNumLightsPercell.value);
            cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
            cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

            // Set the data for the ray miss
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));

            // Additional data for path tracing
            cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._AccumulatedFrameTexture, history);
            cmd.SetRayTracingMatrixParam(pathTracingShader, HDShaderIDs._PixelCoordToViewDirWS, hdCamera.mainViewConstants.pixelCoordToViewDirWS);

            // Run the computation
            cmd.DispatchRays(pathTracingShader, m_PathTracingRayGenShaderName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
        }
        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);
            }
        }
        void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the required resources
            BlueNoise        blueNoise           = GetBlueNoiseManager();
            RayTracingShader reflectionShaderRT  = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingRT;
            ComputeShader    reflectionShaderCS  = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingCS;
            ComputeShader    reflectionFilter    = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS;
            RTHandle         intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0);
            RTHandle         intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

            // Fetch all the settings
            var                settings             = hdCamera.volumeStack.GetComponent <ScreenSpaceReflection>();
            LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            // Texture dimensions
            int texWidth  = hdCamera.actualWidth;
            int texHeight = hdCamera.actualHeight;

            // Evaluate the dispatch parameters
            int areaTileSize = 8;
            int numTilesXHR = 0, numTilesYHR = 0;
            int currentKernel = 0;
            RenderTargetIdentifier clearCoatMaskTexture;

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingIntegrateReflection)))
            {
                // Fetch the new sample kernel
                currentKernel = reflectionShaderCS.FindKernel(settings.fullResolution.value ? "RaytracingReflectionsFullRes" : "RaytracingReflectionsHalfRes");

                // Inject the ray-tracing sampling data
                blueNoise.BindDitheredRNGData8SPP(cmd);

                // Bind all the required textures
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);
                cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._SsrStencilBit, (int)StencilUsage.TraceReflectionRay);
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._StencilTexture, m_SharedRTManager.GetDepthStencilBuffer(), 0, RenderTextureSubElement.Stencil);

                // Bind all the required scalars
                cmd.SetComputeFloatParam(reflectionShaderCS, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);
                cmd.SetComputeFloatParam(reflectionShaderCS, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
                cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._RaytracingIncludeSky, settings.reflectSky.value ? 1 : 0);

                // Bind the sampling data
                int frameIndex = RayTracingFrameIndex(hdCamera);
                cmd.SetComputeIntParam(reflectionShaderCS, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                // Bind the output buffers
                cmd.SetComputeTextureParam(reflectionShaderCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, intermediateBuffer1);

                if (settings.fullResolution.value)
                {
                    // Evaluate the dispatch parameters
                    numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize;
                }
                else
                {
                    // Evaluate the dispatch parameters
                    numTilesXHR = (texWidth / 2 + (areaTileSize - 1)) / areaTileSize;
                    numTilesYHR = (texHeight / 2 + (areaTileSize - 1)) / areaTileSize;
                }

                // Compute the directions
                cmd.DispatchCompute(reflectionShaderCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                // Prepare the components for the deferred lighting
                DeferredLightingRTParameters deferredParamters = PrepareReflectionDeferredLightingRTParameters(hdCamera);
                DeferredLightingRTResources  deferredResources = PrepareDeferredLightingRTResources(hdCamera, intermediateBuffer1, intermediateBuffer0);

                // Evaluate the deferred lighting
                RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources);

                // Fetch the right filter to use
                if (settings.fullResolution.value)
                {
                    currentKernel = reflectionFilter.FindKernel("ReflectionIntegrationUpscaleFullRes");
                }
                else
                {
                    currentKernel = reflectionFilter.FindKernel("ReflectionIntegrationUpscaleHalfRes");
                }

                // Inject all the parameters for the compute
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrLightingTextureRW, intermediateBuffer0);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrHitPointTexture, intermediateBuffer1);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._BlueNoiseTexture, blueNoise.textureArray16RGB);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, "_RaytracingReflectionTexture", outputTexture);
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
                cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._SpatialFilterRadius, settings.upscaleRadius.value);
                cmd.SetComputeIntParam(reflectionFilter, HDShaderIDs._RaytracingDenoiseRadius, settings.denoise.value ? settings.denoiserRadius.value : 0);
                cmd.SetComputeFloatParam(reflectionFilter, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value);
                cmd.SetComputeFloatParam(reflectionFilter, HDShaderIDs._RaytracingReflectionSmoothnessFadeStart, settings.smoothnessFadeStart.value);

                numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize;
                numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize;

                // Bind the right texture for clear coat support
                clearCoatMaskTexture = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffersRTI()[2] : TextureXR.GetBlackTexture();
                cmd.SetComputeTextureParam(reflectionFilter, currentKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMaskTexture);

                // Compute the texture
                cmd.DispatchCompute(reflectionFilter, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);
            }

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterReflection)))
            {
                if (settings.denoise.value)
                {
                    // Grab the history buffer
                    RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection)
                                                 ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection, ReflectionHistoryBufferAllocatorFunction, 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 *= ValidRayTracingHistory(hdCamera) ? 1.0f : 0.0f;

                    HDReflectionDenoiser reflectionDenoiser = GetReflectionDenoiser();
                    reflectionDenoiser.DenoiseBuffer(cmd, hdCamera, settings.denoiserRadius.value, outputTexture, reflectionHistory, intermediateBuffer0, historyValidity: historyValidity);
                    HDUtils.BlitCameraTexture(cmd, intermediateBuffer0, outputTexture);
                }
            }
        }
示例#22
0
        internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera)
        {
            // Resets the rtas manager
            m_RTASManager.Reset();

            // Resets the light lists
            m_RayTracingLights.Reset();

            // Reset all the flags
            m_ValidRayTracingState            = false;
            m_ValidRayTracingCluster          = false;
            m_ValidRayTracingClusterCulling   = false;
            m_RayTracedShadowsRequired        = false;
            m_RayTracedContactShadowsRequired = false;

            // If the camera does not have a ray tracing frame setting or it is a preview camera (due to the fact that the sphere does not exist as a game object we can't create the RTAS) we do not want to build a RTAS
            if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing))
            {
                return;
            }

            // Collect the lights
            CollectLightsForRayTracing(hdCamera, ref m_RTASManager.transformsDirty);

            // Evaluate the parameters of the effects
            HDEffectsParameters effectParameters = EvaluateEffectsParameters(hdCamera, m_RayTracedShadowsRequired, m_RayTracedContactShadowsRequired);

            if (!effectParameters.rayTracingRequired)
            {
                return;
            }

            // Grab the ray tracing settings
            RayTracingSettings rtSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

#if UNITY_EDITOR
            if (rtSettings.buildMode.value == RTASBuildMode.Automatic || hdCamera.camera.cameraType == CameraType.SceneView)
#else
            if (rtSettings.buildMode.value == RTASBuildMode.Automatic)
#endif
            {
                // Cull the scene for the RTAS
                RayTracingInstanceCullingResults cullingResults = m_RTASManager.Cull(hdCamera, effectParameters);

                // Update the material dirtiness for the PT
                if (effectParameters.pathTracing)
                {
                    m_RTASManager.transformsDirty |= cullingResults.transformsChanged;
                    for (int i = 0; i < cullingResults.materialsCRC.Length; i++)
                    {
                        RayTracingInstanceMaterialCRC matCRC = cullingResults.materialsCRC[i];
                        m_RTASManager.materialsDirty |= UpdateMaterialCRC(matCRC.instanceID, matCRC.crc);
                    }
                }

                // Build the ray tracing acceleration structure
                m_RTASManager.Build(hdCamera);

                // tag the structures as valid
                m_ValidRayTracingState = true;
            }
            else
            {
                // If the user fed a non null ray tracing acceleration structure, then we are all set.
                if (hdCamera.rayTracingAccelerationStructure != null)
                {
                    m_ValidRayTracingState = true;
                }
            }
        }
        public void RenderIndirectDiffuseT1(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the required resources
            var       settings  = VolumeManager.instance.stack.GetComponent <GlobalIllumination>();
            BlueNoise blueNoise = GetBlueNoiseManager();

            // Fetch all the settings
            LightCluster       lightClusterSettings = VolumeManager.instance.stack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = VolumeManager.instance.stack.GetComponent <RayTracingSettings>();

            ComputeShader indirectDiffuseCS = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingCS;

            using (new ProfilingSample(cmd, "Ray Trace Indirect Diffuse", CustomSamplerId.RaytracingIntegrateIndirectDiffuse.GetSampler()))
            {
                if (settings.deferredMode.value)
                {
                    // Fetch the new sample kernel
                    int currentKernel = indirectDiffuseCS.FindKernel(settings.fullResolution.value ? "RaytracingIndirectDiffuseFullRes" : "RaytracingIndirectDiffuseHalfRes");

                    // Inject the ray-tracing sampling data
                    blueNoise.BindDitheredRNGData8SPP(cmd);

                    // Bind all the required textures
                    cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                    cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

                    // Bind all the required scalars
                    cmd.SetComputeFloatParam(indirectDiffuseCS, HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);

                    // Bind the sampling data
                    int frameIndex = hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8;
                    cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._RaytracingFrameIndex, frameIndex);

                    // Bind the output buffers
                    cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);

                    // Texture dimensions
                    int texWidth  = hdCamera.actualWidth;
                    int texHeight = hdCamera.actualHeight;

                    // Evaluate the dispatch parameters
                    int areaTileSize = 8;
                    int numTilesXHR  = (texWidth + (areaTileSize - 1)) / areaTileSize;
                    int numTilesYHR  = (texHeight + (areaTileSize - 1)) / areaTileSize;

                    // Compute the directions
                    cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                    // Prepare the components for the deferred lighting
                    DeferredLightingRTParameters deferredParamters = PrepareIndirectDiffuseDeferredLightingRTParameters(hdCamera);
                    DeferredLightingRTResources  deferredResources = PrepareDeferredLightingRTResources(hdCamera, m_RaytracingDirectionBuffer, m_IDIntermediateBuffer0);

                    // Evaluate the deferred lighting
                    RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources);
                }
                else
                {
                    RayTracingShader indirectDiffuseRT = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingRT;

                    BindRayTracedIndirectDiffuseData(cmd, hdCamera, indirectDiffuseRT, settings, lightClusterSettings, rtSettings);

                    // Run the computation
                    CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", true);
                    CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);

                    // Run the computation
                    cmd.DispatchRays(indirectDiffuseRT, m_RayGenIndirectDiffuseFullResName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount);

                    CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);
                }
            }

            using (new ProfilingSample(cmd, "Filter Indirect Diffuse", CustomSamplerId.RaytracingFilterIndirectDiffuse.GetSampler()))
            {
                // Fetch the right filter to use
                int currentKernel = indirectDiffuseCS.FindKernel(settings.fullResolution.value ? "IndirectDiffuseIntegrationUpscaleFullRes" : "IndirectDiffuseIntegrationUpscaleHalfRes");

                // Inject all the parameters for the compute
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._IndirectDiffuseTexture, m_IDIntermediateBuffer0);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, m_RaytracingDirectionBuffer);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._BlueNoiseTexture, blueNoise.textureArray16RGB);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._UpscaledIndirectDiffuseTextureRW, m_IDIntermediateBuffer1);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
                cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._SpatialFilterRadius, settings.upscaleRadius.value);

                // Texture dimensions
                int texWidth  = hdCamera.actualWidth;
                int texHeight = hdCamera.actualHeight;

                // Evaluate the dispatch parameters
                int areaTileSize = 8;
                int numTilesXHR  = (texWidth + (areaTileSize - 1)) / areaTileSize;
                int numTilesYHR  = (texHeight + (areaTileSize - 1)) / areaTileSize;

                // Compute the texture
                cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                // Copy the data back to the right buffer
                HDUtils.BlitCameraTexture(cmd, m_IDIntermediateBuffer1, m_IDIntermediateBuffer0);

                // Denoise if required
                if (settings.denoise.value)
                {
                    DenoiseIndirectDiffuseBuffer(hdCamera, cmd, settings);
                }
            }
        }
        void RenderRayTracedDirectionalScreenSpaceShadow(RenderGraph renderGraph, HDCamera hdCamera,
                                                         TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle motionVetorsBuffer, TextureHandle historyValidityBuffer,
                                                         TextureHandle rayCountTexture, TextureHandle screenSpaceShadowArray)
        {
            TextureHandle directionalShadow;
            TextureHandle velocityBuffer;
            TextureHandle distanceBuffer;

            bool softShadows = m_CurrentSunLightAdditionalLightData.angularDiameter > 0.0 ? true : false;

            using (var builder = renderGraph.AddRenderPass <RTSDirectionalTracePassData>("Directional RT Shadow", out var passData, ProfilingSampler.Get(HDProfileId.RaytracingDirectionalLightShadow)))
            {
                RayTracingSettings rayTracingSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

                // Set the camera parameters
                passData.texWidth  = hdCamera.actualWidth;
                passData.texHeight = hdCamera.actualHeight;
                passData.viewCount = hdCamera.viewCount;

                // Evaluation parameters
                passData.softShadow = softShadows;
                // If the surface is infinitively small, we force it to one sample.
                passData.numShadowSamples = passData.softShadow ? m_CurrentSunLightAdditionalLightData.numRayTracingSamples : 1;
                passData.colorShadow      = m_CurrentSunLightAdditionalLightData.colorShadow;
                passData.maxShadowLength  = rayTracingSettings.directionalShadowRayLength.value;

                // Kernels
                passData.clearShadowKernel       = m_ClearShadowTexture;
                passData.directionalShadowSample = m_RaytracingDirectionalShadowSample;

                // Grab the acceleration structure for the target camera
                passData.accelerationStructure       = RequestAccelerationStructure(hdCamera);
                passData.screenSpaceShadowCS         = m_ScreenSpaceShadowsCS;
                passData.screenSpaceShadowRT         = m_ScreenSpaceShadowsRT;
                passData.shaderVariablesRayTracingCB = m_ShaderVariablesRayTracingCB;
                passData.ditheredTextureSet          = GetBlueNoiseManager().DitheredTextureSet8SPP();

                // Input Buffer
                passData.depthStencilBuffer = builder.UseDepthBuffer(depthBuffer, DepthAccess.Read);
                passData.normalBuffer       = builder.ReadTexture(normalBuffer);
                passData.directionBuffer    = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Direction Buffer"
                });

                // Debug buffers
                passData.rayCountTexture = builder.ReadWriteTexture(rayCountTexture);

                // Output Buffers
                passData.velocityBuffer = builder.ReadWriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R8_SNorm, enableRandomWrite = true, clearBuffer = true, name = "Velocity Buffer"
                }));
                passData.distanceBuffer = builder.ReadWriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, clearBuffer = true, name = "Distance Buffer"
                }));
                passData.outputShadowBuffer = builder.ReadWriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
                {
                    colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, clearBuffer = true, name = "RT Directional Shadow"
                }));

                builder.SetRenderFunc(
                    (RTSDirectionalTracePassData data, RenderGraphContext ctx) =>
                {
                    // Inject the ray-tracing sampling data
                    BlueNoise.BindDitheredTextureSet(ctx.cmd, data.ditheredTextureSet);

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

                    // Clear the integration texture
                    ctx.cmd.SetComputeTextureParam(data.screenSpaceShadowCS, data.clearShadowKernel, HDShaderIDs._RaytracedShadowIntegration, data.outputShadowBuffer);
                    ctx.cmd.DispatchCompute(data.screenSpaceShadowCS, data.clearShadowKernel, numTilesX, numTilesY, data.viewCount);

                    ctx.cmd.SetComputeTextureParam(data.screenSpaceShadowCS, data.clearShadowKernel, HDShaderIDs._RaytracedShadowIntegration, data.velocityBuffer);
                    ctx.cmd.DispatchCompute(data.screenSpaceShadowCS, data.clearShadowKernel, numTilesX, numTilesY, data.viewCount);

                    ctx.cmd.SetComputeTextureParam(data.screenSpaceShadowCS, data.clearShadowKernel, HDShaderIDs._RaytracedShadowIntegration, data.distanceBuffer);
                    ctx.cmd.DispatchCompute(data.screenSpaceShadowCS, data.clearShadowKernel, numTilesX, numTilesY, data.viewCount);

                    // Grab and bind the acceleration structure for the target camera
                    ctx.cmd.SetRayTracingAccelerationStructure(data.screenSpaceShadowRT, HDShaderIDs._RaytracingAccelerationStructureName, data.accelerationStructure);

                    // Make sure the right closest hit/any hit will be triggered by using the right multi compile
                    CoreUtils.SetKeyword(ctx.cmd, "TRANSPARENT_COLOR_SHADOW", data.colorShadow);

                    // Define which ray generation shaders we shall be using
                    string directionaLightShadowShader = data.colorShadow ? m_RayGenDirectionalColorShadowSingleName : m_RayGenDirectionalShadowSingleName;

                    // Loop through the samples of this frame
                    for (int sampleIdx = 0; sampleIdx < data.numShadowSamples; ++sampleIdx)
                    {
                        // Update global Constant Buffer
                        data.shaderVariablesRayTracingCB._RaytracingSampleIndex = sampleIdx;
                        data.shaderVariablesRayTracingCB._RaytracingNumSamples  = data.numShadowSamples;
                        ConstantBuffer.PushGlobal(ctx.cmd, data.shaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing);

                        // Input Buffer
                        ctx.cmd.SetComputeTextureParam(data.screenSpaceShadowCS, data.directionalShadowSample, HDShaderIDs._DepthTexture, data.depthStencilBuffer);
                        ctx.cmd.SetComputeTextureParam(data.screenSpaceShadowCS, data.directionalShadowSample, HDShaderIDs._NormalBufferTexture, data.normalBuffer);

                        // Output buffer
                        ctx.cmd.SetComputeTextureParam(data.screenSpaceShadowCS, data.directionalShadowSample, HDShaderIDs._RaytracingDirectionBuffer, data.directionBuffer);

                        // Generate a new direction
                        ctx.cmd.DispatchCompute(data.screenSpaceShadowCS, data.directionalShadowSample, numTilesX, numTilesY, data.viewCount);

                        // Define the shader pass to use for the shadow pass
                        ctx.cmd.SetRayTracingShaderPass(data.screenSpaceShadowRT, "VisibilityDXR");

                        // Input Uniforms
                        ctx.cmd.SetRayTracingFloatParam(data.screenSpaceShadowRT, HDShaderIDs._DirectionalMaxRayLength, data.maxShadowLength);

                        // Set ray count texture
                        ctx.cmd.SetRayTracingTextureParam(data.screenSpaceShadowRT, HDShaderIDs._RayCountTexture, data.rayCountTexture);

                        // Input buffers
                        ctx.cmd.SetRayTracingTextureParam(data.screenSpaceShadowRT, HDShaderIDs._DepthTexture, data.depthStencilBuffer);
                        ctx.cmd.SetRayTracingTextureParam(data.screenSpaceShadowRT, HDShaderIDs._NormalBufferTexture, data.normalBuffer);
                        ctx.cmd.SetRayTracingTextureParam(data.screenSpaceShadowRT, HDShaderIDs._RaytracingDirectionBuffer, data.directionBuffer);

                        // Output buffer
                        ctx.cmd.SetRayTracingTextureParam(data.screenSpaceShadowRT, data.colorShadow ? HDShaderIDs._RaytracedColorShadowIntegration : HDShaderIDs._RaytracedShadowIntegration, data.outputShadowBuffer);
                        ctx.cmd.SetRayTracingTextureParam(data.screenSpaceShadowRT, HDShaderIDs._VelocityBuffer, data.velocityBuffer);
                        ctx.cmd.SetRayTracingTextureParam(data.screenSpaceShadowRT, HDShaderIDs._RaytracingDistanceBufferRW, data.distanceBuffer);

                        // Evaluate the visibility
                        ctx.cmd.DispatchRays(data.screenSpaceShadowRT, directionaLightShadowShader, (uint)data.texWidth, (uint)data.texHeight, (uint)data.viewCount);
                    }

                    // Now that we are done with the ray tracing bit, disable the multi compile that was potentially enabled
                    CoreUtils.SetKeyword(ctx.cmd, "TRANSPARENT_COLOR_SHADOW", false);
                });

                directionalShadow = passData.outputShadowBuffer;
                velocityBuffer    = passData.velocityBuffer;
                distanceBuffer    = passData.distanceBuffer;
            }

            // If required, denoise the shadow
            if (m_CurrentSunLightAdditionalLightData.filterTracedShadow && softShadows)
            {
                directionalShadow = DenoiseDirectionalScreenSpaceShadow(renderGraph, hdCamera,
                                                                        depthBuffer, normalBuffer, motionVetorsBuffer, historyValidityBuffer,
                                                                        directionalShadow, velocityBuffer, distanceBuffer);
            }

            int dirShadowIndex = m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex & (int)LightDefinitions.s_ScreenSpaceShadowIndexMask;
            ScreenSpaceShadowType shadowType = m_CurrentSunLightAdditionalLightData.colorShadow ? ScreenSpaceShadowType.Color : ScreenSpaceShadowType.GrayScale;

            // Write the result texture to the screen space shadow buffer
            WriteScreenSpaceShadow(renderGraph, hdCamera, directionalShadow, screenSpaceShadowArray, dirShadowIndex, shadowType);
        }
        void RenderIndirectDiffusePerformance(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount)
        {
            // Fetch the required resources
            var       settings  = hdCamera.volumeStack.GetComponent <GlobalIllumination>();
            BlueNoise blueNoise = GetBlueNoiseManager();

            // Fetch all the settings
            LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
            RayTracingSettings rtSettings           = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            ComputeShader indirectDiffuseCS = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingCS;

            // Request the intermediate texture we will be using
            RTHandle directionBuffer     = GetRayTracingBuffer(InternalRayTracingBuffers.Direction);
            RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1);

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingIntegrateIndirectDiffuse)))
            {
                // Fetch the new sample kernel
                int currentKernel = indirectDiffuseCS.FindKernel(settings.fullResolution.value ? "RaytracingIndirectDiffuseFullRes" : "RaytracingIndirectDiffuseHalfRes");

                // Inject the ray-tracing sampling data
                blueNoise.BindDitheredRNGData8SPP(cmd);

                // Bind all the required textures
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());

                // Bind all the required scalars
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, settings.clampValue.value);

                // Bind the sampling data
                int frameIndex = RayTracingFrameIndex(hdCamera);
                cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameIndex);

                // Bind the output buffers
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, directionBuffer);

                // Texture dimensions
                int texWidth  = hdCamera.actualWidth;
                int texHeight = hdCamera.actualHeight;

                // Evaluate the dispatch parameters
                int areaTileSize = 8;
                int numTilesXHR  = (texWidth + (areaTileSize - 1)) / areaTileSize;
                int numTilesYHR  = (texHeight + (areaTileSize - 1)) / areaTileSize;

                // Compute the directions
                cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                // Prepare the components for the deferred lighting
                DeferredLightingRTParameters deferredParamters = PrepareIndirectDiffuseDeferredLightingRTParameters(hdCamera);
                DeferredLightingRTResources  deferredResources = PrepareDeferredLightingRTResources(hdCamera, directionBuffer, m_IndirectDiffuseBuffer);

                // Evaluate the deferred lighting
                RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources);
            }

            using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterIndirectDiffuse)))
            {
                // Fetch the right filter to use
                int currentKernel = indirectDiffuseCS.FindKernel(settings.fullResolution.value ? "IndirectDiffuseIntegrationUpscaleFullRes" : "IndirectDiffuseIntegrationUpscaleHalfRes");

                // Inject all the parameters for the compute
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer());
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer());
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseBuffer);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, directionBuffer);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._BlueNoiseTexture, blueNoise.textureArray16RGB);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._UpscaledIndirectDiffuseTextureRW, intermediateBuffer1);
                cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
                cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._SpatialFilterRadius, settings.upscaleRadius.value);

                // Texture dimensions
                int texWidth  = hdCamera.actualWidth;
                int texHeight = hdCamera.actualHeight;

                // Evaluate the dispatch parameters
                int areaTileSize = 8;
                int numTilesXHR  = (texWidth + (areaTileSize - 1)) / areaTileSize;
                int numTilesYHR  = (texHeight + (areaTileSize - 1)) / areaTileSize;

                // Compute the texture
                cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount);

                // Copy the data back to the right buffer
                HDUtils.BlitCameraTexture(cmd, intermediateBuffer1, m_IndirectDiffuseBuffer);

                // Denoise if required
                if (settings.denoise.value)
                {
                    DenoiseIndirectDiffuseBuffer(hdCamera, cmd, settings);
                }
            }
        }
示例#26
0
        void SetupCullingData(HDCamera hdCamera, bool pathTracingEnabled)
        {
            // Grab the ray tracing settings parameter
            RayTracingSettings rtSettings = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            switch (rtSettings.cullingMode.value)
            {
            case RTASCullingMode.ExtendedFrustum:
            {
                // We'll be using an extension
                cullingConfig.flags = RayTracingInstanceCullingFlags.EnablePlaneCulling;

                // Build the culling plane data
                Vector3 camerPosWS = hdCamera.camera.transform.position;
                Vector3 forward    = hdCamera.camera.transform.forward;
                Vector3 right      = hdCamera.camera.transform.right;
                Vector3 up         = hdCamera.camera.transform.up;

                float far, height, width;
                far    = hdCamera.camera.farClipPlane;
                height = Mathf.Tan(Mathf.Deg2Rad * hdCamera.camera.fieldOfView * 0.5f) * far;
                float horizontalFov = Camera.VerticalToHorizontalFieldOfView(hdCamera.camera.fieldOfView, hdCamera.camera.aspect);
                width = Mathf.Tan(Mathf.Deg2Rad * horizontalFov * 0.5f) * far;

                // Front plane
                rtCullingPlaneArray[0].normal   = -forward;
                rtCullingPlaneArray[0].distance = -Vector3.Dot(camerPosWS + forward * far, -forward);

                // Back plane
                rtCullingPlaneArray[1].normal   = forward;
                rtCullingPlaneArray[1].distance = -Vector3.Dot(camerPosWS - forward * far, forward);

                // Right plane
                rtCullingPlaneArray[2].normal   = -right;
                rtCullingPlaneArray[2].distance = -Vector3.Dot(camerPosWS + right * width, -right);

                // Left plane
                rtCullingPlaneArray[3].normal   = right;
                rtCullingPlaneArray[3].distance = -Vector3.Dot(camerPosWS - right * width, right);

                // Top plane
                rtCullingPlaneArray[4].normal   = -up;
                rtCullingPlaneArray[4].distance = -Vector3.Dot(camerPosWS + up * height, -up);

                // Bottom plane
                rtCullingPlaneArray[5].normal   = up;
                rtCullingPlaneArray[5].distance = -Vector3.Dot(camerPosWS - up * height, up);

                // Set the planes
                cullingConfig.planes = rtCullingPlaneArray;
            }
            break;

            case RTASCullingMode.Sphere:
            {
                // We use a sphere
                cullingConfig.flags        = RayTracingInstanceCullingFlags.EnableSphereCulling;
                cullingConfig.sphereRadius = rtSettings.cullingDistance.value;
                cullingConfig.sphereCenter = hdCamera.camera.transform.position;
            }
            break;

            default:
            {
                // We explicitly want no culling.
                cullingConfig.flags = RayTracingInstanceCullingFlags.None;
            }
            break;
            }

            // We want the LODs to match the rasterization and we want to exclude reflection probes
            cullingConfig.flags |= RayTracingInstanceCullingFlags.EnableLODCulling | RayTracingInstanceCullingFlags.IgnoreReflectionProbes;

            // Dirtiness need to be kept track of for the path tracing (when enabled)
            if (pathTracingEnabled)
            {
                cullingConfig.flags |= RayTracingInstanceCullingFlags.ComputeMaterialsCRC;
            }
        }
        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);
        }
示例#28
0
        void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture)
        {
            RayTracingShader pathTracingShader = m_Asset.renderPipelineRayTracingResources.pathTracing;

            m_PathTracingSettings = hdCamera.volumeStack.GetComponent <PathTracing>();

            // Check the validity of the state before moving on with the computation
            if (!pathTracingShader || !m_PathTracingSettings.enable.value)
            {
                return;
            }

            CheckDirtiness(hdCamera);

            // Inject the ray-tracing sampling data
            BlueNoise blueNoiseManager = GetBlueNoiseManager();

            blueNoiseManager.BindDitheredRNGData256SPP(cmd);

            // Grab the acceleration structure and the list of HD lights for the target camera
            RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure();
            HDRaytracingLightCluster        lightCluster          = RequestLightCluster();
            LightCluster       lightClusterSettings = hdCamera.volumeStack.GetComponent <LightCluster>();
            RayTracingSettings rayTracingSettings   = hdCamera.volumeStack.GetComponent <RayTracingSettings>();

            if (!m_SubFrameManager.isRecording)
            {
                // If we are recording, the max iteration is set/overridden by the subframe manager, otherwise we read it from the path tracing volume
                m_SubFrameManager.subFrameCount = (uint)m_PathTracingSettings.maximumSamples.value;
            }

#if UNITY_HDRP_DXR_TESTS_DEFINE
            if (Application.isPlaying)
            {
                m_SubFrameManager.subFrameCount = 1;
            }
#endif

            uint currentIteration = m_SubFrameManager.iteration;
            if (currentIteration < m_SubFrameManager.subFrameCount)
            {
                // Define the shader pass to use for the path tracing pass
                cmd.SetRayTracingShaderPass(pathTracingShader, "PathTracingDXR");

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

                // Inject the ray-tracing sampling data
                cmd.SetGlobalTexture(HDShaderIDs._OwenScrambledTexture, m_Asset.renderPipelineResources.textures.owenScrambled256Tex);
                cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);

                // Inject the ray generation data
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingNumSamples, m_SubFrameManager.subFrameCount);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingMinRecursion, m_PathTracingSettings.minimumDepth.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, m_PathTracingSettings.maximumDepth.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingIntensityClamp, m_PathTracingSettings.maximumIntensity.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayBias, rayTracingSettings.rayBias.value);
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane);

                // Set the data for the ray generation
                cmd.SetGlobalInt(HDShaderIDs._RaytracingSampleIndex, (int)m_SubFrameManager.iteration);

                // Compute an approximate pixel spread angle value (in radians)
                cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight));

                // LightLoop data
                cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster());
                cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas());
                cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos());
                cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos());
                cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, lightClusterSettings.maxNumLightsPercell.value);
                cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount());
                cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount());

                // Set the data for the ray miss
                cmd.SetRayTracingIntParam(pathTracingShader, HDShaderIDs._RaytracingCameraSkyEnabled, m_CameraSkyEnabled ? 1 : 0);
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._RaytracingCameraClearColor, hdCamera.backgroundColorHDR);
                cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._SkyTexture, m_SkyManager.GetSkyReflection(hdCamera));

                // Additional data for path tracing
                cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._RadianceTexture, m_RadianceTexture);
                cmd.SetRayTracingMatrixParam(pathTracingShader, HDShaderIDs._PixelCoordToViewDirWS, hdCamera.mainViewConstants.pixelCoordToViewDirWS);
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._PathTracedDoFConstants, ComputeDoFConstants(hdCamera, m_PathTracingSettings));
                cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._InvViewportScaleBias, HDUtils.ComputeInverseViewportScaleBias(hdCamera));

                // Run the computation
                cmd.DispatchRays(pathTracingShader, "RayGen", (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
            }
            RenderAccumulation(hdCamera, cmd, m_RadianceTexture, outputTexture, true);
        }