using System; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.RenderGraphModule; namespace UnityEngine.Rendering.HighDefinition { public partial class HDRenderPipeline { struct RTSAreaRayTraceParameters { // Camera parameters public int texWidth; public int texHeight; public int viewCount; // Evaluation parameters public int numSamples; public int lightIndex; public Matrix4x4 worldToLocalMatrix; public float historyValidity; public bool filterTracedShadow; public int areaShadowSlot; public int filterSize; // Kernels public int areaRaytracingShadowPrepassKernel; public int areaRaytracingShadowNewSampleKernel; public int areaShadowApplyTAAKernel; public int areaUpdateAnalyticHistoryKernel; public int areaUpdateShadowHistoryKernel; public int areaEstimateNoiseKernel; public int areaFirstDenoiseKernel; public int areaSecondDenoiseKernel; public int areaShadowNoDenoiseKernel; // Other parameters public RayTracingAccelerationStructure accelerationStructure; public ShaderVariablesRaytracing shaderVariablesRayTracingCB; public ComputeShader screenSpaceShadowsCS; public ComputeShader screenSpaceShadowsFilterCS; public RayTracingShader screenSpaceShadowsRT; public Texture2D scramblingTex; public BlueNoise.DitheredTextureSet ditheredTextureSet; } RTSAreaRayTraceParameters PrepareRTSAreaRayTraceParameters(HDCamera hdCamera, HDAdditionalLightData additionalLightData, LightData lightData, int lightIndex) { RTSAreaRayTraceParameters rtsartParams = new RTSAreaRayTraceParameters(); // Set the camera parameters rtsartParams.texWidth = hdCamera.actualWidth; rtsartParams.texHeight = hdCamera.actualHeight; rtsartParams.viewCount = hdCamera.viewCount; // Evaluation parameters rtsartParams.numSamples = additionalLightData.numRayTracingSamples; rtsartParams.lightIndex = lightIndex; // We need to build the world to area light matrix rtsartParams.worldToLocalMatrix.SetColumn(0, lightData.right); rtsartParams.worldToLocalMatrix.SetColumn(1, lightData.up); rtsartParams.worldToLocalMatrix.SetColumn(2, lightData.forward); // Compensate the relative rendering if active Vector3 lightPositionWS = lightData.positionRWS; if (ShaderConfig.s_CameraRelativeRendering != 0) { lightPositionWS -= hdCamera.camera.transform.position; } rtsartParams.worldToLocalMatrix.SetColumn(3, lightPositionWS); rtsartParams.worldToLocalMatrix.m33 = 1.0f; rtsartParams.worldToLocalMatrix = m_WorldToLocalArea.inverse; rtsartParams.historyValidity = EvaluateHistoryValidity(hdCamera); rtsartParams.filterTracedShadow = additionalLightData.filterTracedShadow; rtsartParams.areaShadowSlot = m_lightList.lights[lightIndex].screenSpaceShadowIndex; rtsartParams.filterSize = additionalLightData.filterSizeTraced; // Kernels rtsartParams.areaRaytracingShadowPrepassKernel = m_AreaRaytracingShadowPrepassKernel; rtsartParams.areaRaytracingShadowNewSampleKernel = m_AreaRaytracingShadowNewSampleKernel; rtsartParams.areaShadowApplyTAAKernel = m_AreaShadowApplyTAAKernel; rtsartParams.areaUpdateAnalyticHistoryKernel = m_AreaUpdateAnalyticHistoryKernel; rtsartParams.areaUpdateShadowHistoryKernel = m_AreaUpdateShadowHistoryKernel; rtsartParams.areaEstimateNoiseKernel = m_AreaEstimateNoiseKernel; rtsartParams.areaFirstDenoiseKernel = m_AreaFirstDenoiseKernel; rtsartParams.areaSecondDenoiseKernel = m_AreaSecondDenoiseKernel; rtsartParams.areaShadowNoDenoiseKernel = m_AreaShadowNoDenoiseKernel; // Other parameters // Grab the acceleration structure for the target camera rtsartParams.accelerationStructure = RequestAccelerationStructure(); rtsartParams.shaderVariablesRayTracingCB = m_ShaderVariablesRayTracingCB; rtsartParams.screenSpaceShadowsCS = m_ScreenSpaceShadowsCS; rtsartParams.screenSpaceShadowsRT = m_ScreenSpaceShadowsRT; rtsartParams.screenSpaceShadowsFilterCS = m_ScreenSpaceShadowsFilterCS; rtsartParams.scramblingTex = m_Asset.renderPipelineResources.textures.scramblingTex; BlueNoise blueNoise = GetBlueNoiseManager(); rtsartParams.ditheredTextureSet = blueNoise.DitheredTextureSet8SPP(); return rtsartParams; } struct RTSAreaRayTraceResources { // Input Buffers public RTHandle depthStencilBuffer; public RTHandle normalBuffer; public RTHandle motionVectorsBuffer; public RTHandle gbuffer0; public RTHandle gbuffer1; public RTHandle gbuffer2; public RTHandle gbuffer3; public RTHandle shadowHistoryArray; public RTHandle analyticHistoryArray; // Intermediate buffers public RTHandle directionBuffer; public RTHandle rayLengthBuffer; public RTHandle intermediateBufferRGBA1; public RTHandle intermediateBufferRG0; // Debug textures public RTHandle rayCountTexture; // Output buffers public RTHandle outputShadowTexture; } static void ExecuteSSSAreaRayTrace(CommandBuffer cmd, RTSAreaRayTraceParameters parameters, RTSAreaRayTraceResources sssartResources) { // Inject the ray-tracing sampling data BlueNoise.BindDitheredTextureSet(cmd, parameters.ditheredTextureSet); // Evaluate the dispatch parameters int areaTileSize = 8; int numTilesX = (parameters.texWidth + (areaTileSize - 1)) / areaTileSize; int numTilesY = (parameters.texHeight + (areaTileSize - 1)) / areaTileSize; // We have noticed from extensive profiling that ray-trace shaders are not as effective for running per-pixel computation. In order to reduce that, // we do a first prepass that compute the analytic term and probability and generates the first integration sample // Bind the light data cmd.SetComputeMatrixParam(parameters.screenSpaceShadowsCS, HDShaderIDs._RaytracingAreaWorldToLocal, parameters.worldToLocalMatrix); cmd.SetComputeIntParam(parameters.screenSpaceShadowsCS, HDShaderIDs._RaytracingTargetAreaLight, parameters.lightIndex); parameters.shaderVariablesRayTracingCB._RaytracingNumSamples = parameters.numSamples; ConstantBuffer.PushGlobal(cmd, parameters.shaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing); // Bind the input buffers cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[0], sssartResources.gbuffer0); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[1], sssartResources.gbuffer1); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[2], sssartResources.gbuffer2); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._GBufferTexture[3], sssartResources.gbuffer3); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._StencilTexture, sssartResources.depthStencilBuffer, 0, RenderTextureSubElement.Stencil); // Bind the output buffers cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._RaytracedAreaShadowIntegration, sssartResources.outputShadowTexture); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0); cmd.DispatchCompute(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowPrepassKernel, numTilesX, numTilesY, parameters.viewCount); // Set ray count texture cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RayCountTexture, sssartResources.rayCountTexture); // Set the acceleration structure for the pass cmd.SetRayTracingAccelerationStructure(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracingAccelerationStructureName, parameters.accelerationStructure); // Define the shader pass to use for the reflection pass cmd.SetRayTracingShaderPass(parameters.screenSpaceShadowsRT, "VisibilityDXR"); // Input data cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer); cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer); cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0); cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1); cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer); cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer); cmd.SetRayTracingIntParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracingTargetAreaLight, parameters.lightIndex); // Output data cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowIntegration, sssartResources.outputShadowTexture); // Evaluate the intersection cmd.DispatchRays(parameters.screenSpaceShadowsRT, m_RayGenAreaShadowSingleName, (uint)parameters.texWidth, (uint)parameters.texHeight, (uint)parameters.viewCount); // Let's do the following samples (if any) for (int sampleIndex = 1; sampleIndex < parameters.numSamples; ++sampleIndex) { // Update global Constant Buffer parameters.shaderVariablesRayTracingCB._RaytracingNumSamples = parameters.numSamples; parameters.shaderVariablesRayTracingCB._RaytracingSampleIndex = sampleIndex; ConstantBuffer.PushGlobal(cmd, parameters.shaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing); // Bind the light data cmd.SetComputeIntParam(parameters.screenSpaceShadowsCS, HDShaderIDs._RaytracingTargetAreaLight, parameters.lightIndex); cmd.SetComputeMatrixParam(parameters.screenSpaceShadowsCS, HDShaderIDs._RaytracingAreaWorldToLocal, parameters.worldToLocalMatrix); // Input Buffers cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[0], sssartResources.gbuffer0); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[1], sssartResources.gbuffer1); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[2], sssartResources.gbuffer2); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._GBufferTexture[3], sssartResources.gbuffer3); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._StencilTexture, sssartResources.depthStencilBuffer, 0, RenderTextureSubElement.Stencil); // Output buffers cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0); cmd.DispatchCompute(parameters.screenSpaceShadowsCS, parameters.areaRaytracingShadowNewSampleKernel, numTilesX, numTilesY, parameters.viewCount); // Input buffers cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer); cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer); cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowSample, sssartResources.intermediateBufferRGBA1); cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracingDirectionBuffer, sssartResources.directionBuffer); cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RayTracingLengthBuffer, sssartResources.rayLengthBuffer); cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0); cmd.SetRayTracingIntParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracingTargetAreaLight, parameters.lightIndex); // Output buffers cmd.SetRayTracingTextureParam(parameters.screenSpaceShadowsRT, HDShaderIDs._RaytracedAreaShadowIntegration, sssartResources.outputShadowTexture); // Evaluate the intersection cmd.DispatchRays(parameters.screenSpaceShadowsRT, m_RayGenAreaShadowSingleName, (uint)parameters.texWidth, (uint)parameters.texHeight, (uint)parameters.viewCount); } if (parameters.filterTracedShadow) { Vector4 shadowChannelMask0 = new Vector4(); Vector4 shadowChannelMask1 = new Vector4(); Vector4 shadowChannelMask2 = new Vector4(); GetShadowChannelMask(parameters.areaShadowSlot, ScreenSpaceShadowType.Area, ref shadowChannelMask0); GetShadowChannelMask(parameters.areaShadowSlot, ScreenSpaceShadowType.GrayScale, ref shadowChannelMask1); GetShadowChannelMask(parameters.areaShadowSlot + 1, ScreenSpaceShadowType.GrayScale, ref shadowChannelMask2); // Global parameters cmd.SetComputeIntParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._RaytracingDenoiseRadius, parameters.filterSize); cmd.SetComputeIntParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistorySlice, parameters.areaShadowSlot / 4); cmd.SetComputeVectorParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistoryMask, shadowChannelMask0); cmd.SetComputeVectorParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistoryMaskSn, shadowChannelMask1); cmd.SetComputeVectorParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._DenoisingHistoryMaskUn, shadowChannelMask2); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._CameraMotionVectorsTexture, sssartResources.motionVectorsBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._AreaShadowHistory, sssartResources.shadowHistoryArray); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._AnalyticHistoryBuffer, sssartResources.analyticHistoryArray); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.outputShadowTexture); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.intermediateBufferRGBA1); cmd.SetComputeFloatParam(parameters.screenSpaceShadowsFilterCS, HDShaderIDs._HistoryValidity, parameters.historyValidity); cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowApplyTAAKernel, numTilesX, numTilesY, parameters.viewCount); // Update the shadow history buffer cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateAnalyticHistoryKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateAnalyticHistoryKernel, HDShaderIDs._AnalyticHistoryBuffer, sssartResources.analyticHistoryArray); cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateAnalyticHistoryKernel, numTilesX, numTilesY, parameters.viewCount); // Update the analytic history buffer cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateShadowHistoryKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA1); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateShadowHistoryKernel, HDShaderIDs._AreaShadowHistoryRW, sssartResources.shadowHistoryArray); cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaUpdateShadowHistoryKernel, numTilesX, numTilesY, parameters.viewCount); // Inject parameters for noise estimation cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, HDShaderIDs._ScramblingTexture, parameters.scramblingTex); // Noise estimation pre-pass cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA1); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.outputShadowTexture); cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaEstimateNoiseKernel, numTilesX, numTilesY, parameters.viewCount); // Reinject parameters for denoising cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaFirstDenoiseKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaFirstDenoiseKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer); // First denoising pass cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaFirstDenoiseKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.outputShadowTexture); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaFirstDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.intermediateBufferRGBA1); cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaFirstDenoiseKernel, numTilesX, numTilesY, parameters.viewCount); // Re-inject parameters for denoising cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaSecondDenoiseKernel, HDShaderIDs._DepthTexture, sssartResources.depthStencilBuffer); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaSecondDenoiseKernel, HDShaderIDs._NormalBufferTexture, sssartResources.normalBuffer); // Second (and final) denoising pass cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaSecondDenoiseKernel, HDShaderIDs._DenoiseInputTexture, sssartResources.intermediateBufferRGBA1); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaSecondDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.outputShadowTexture); cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaSecondDenoiseKernel, numTilesX, numTilesY, parameters.viewCount); } else { cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowNoDenoiseKernel, HDShaderIDs._AnalyticProbBuffer, sssartResources.intermediateBufferRG0); cmd.SetComputeTextureParam(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowNoDenoiseKernel, HDShaderIDs._DenoiseOutputTextureRW, sssartResources.outputShadowTexture); cmd.DispatchCompute(parameters.screenSpaceShadowsFilterCS, parameters.areaShadowNoDenoiseKernel, numTilesX, numTilesY, parameters.viewCount); } } class RTShadowAreaPassData { public RTSAreaRayTraceParameters parameters; // Input Buffers public TextureHandle depthStencilBuffer; public TextureHandle normalBuffer; public TextureHandle motionVectorsBuffer; public TextureHandle gbuffer0; public TextureHandle gbuffer1; public TextureHandle gbuffer2; public TextureHandle gbuffer3; public TextureHandle shadowHistoryArray; public TextureHandle analyticHistoryArray; // Intermediate buffers public TextureHandle directionBuffer; public TextureHandle rayLengthBuffer; public TextureHandle intermediateBufferRGBA1; public TextureHandle intermediateBufferRG0; // Debug textures public TextureHandle rayCountTexture; // Output buffers public TextureHandle outputShadowTexture; } void RenderAreaScreenSpaceShadow(RenderGraph renderGraph, HDCamera hdCamera , in LightData lightData, HDAdditionalLightData additionalLightData, int lightIndex, PrepassOutput prepassOutput, TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer, TextureHandle rayCountTexture, TextureHandle screenSpaceShadowArray) { // Grab the history buffers for shadows RTHandle shadowHistoryArray = RequestShadowHistoryBuffer(hdCamera); RTHandle analyticHistoryArray = RequestShadowHistoryValidityBuffer(hdCamera); TextureHandle areaShadow; using (var builder = renderGraph.AddRenderPass("Screen Space Shadows Debug", out var passData, ProfilingSampler.Get(HDProfileId.RaytracingAreaLightShadow))) { passData.parameters = PrepareRTSAreaRayTraceParameters(hdCamera, additionalLightData, lightData, lightIndex); // Input Buffers passData.depthStencilBuffer = builder.UseDepthBuffer(depthBuffer, DepthAccess.Read); passData.normalBuffer = builder.ReadTexture(normalBuffer); passData.motionVectorsBuffer = builder.ReadTexture(motionVectorsBuffer); if (hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred) { passData.gbuffer0 = builder.ReadTexture(prepassOutput.gbuffer.mrt[0]); passData.gbuffer1 = builder.ReadTexture(prepassOutput.gbuffer.mrt[1]); passData.gbuffer2 = builder.ReadTexture(prepassOutput.gbuffer.mrt[2]); passData.gbuffer3 = builder.ReadTexture(prepassOutput.gbuffer.mrt[3]); } else { passData.gbuffer0 = builder.ReadTexture(renderGraph.defaultResources.blackTextureXR); passData.gbuffer1 = builder.ReadTexture(renderGraph.defaultResources.blackTextureXR); passData.gbuffer2 = builder.ReadTexture(renderGraph.defaultResources.blackTextureXR); passData.gbuffer3 = builder.ReadTexture(renderGraph.defaultResources.blackTextureXR); } passData.shadowHistoryArray = builder.ReadWriteTexture(renderGraph.ImportTexture(shadowHistoryArray)); passData.analyticHistoryArray = builder.ReadWriteTexture(renderGraph.ImportTexture(analyticHistoryArray)); // Intermediate buffers passData.directionBuffer = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Direction Buffer" }); passData.rayLengthBuffer = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R32_SFloat, enableRandomWrite = true, name = "Ray Length Buffer" }); passData.intermediateBufferRGBA1 = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Intermediate Buffer RGBA1" });; passData.intermediateBufferRG0 = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Intermediate Buffer RG0" }); // Debug textures passData.rayCountTexture = builder.ReadWriteTexture(rayCountTexture); // Output buffers passData.outputShadowTexture = builder.ReadWriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "Shadow Buffer" })); builder.SetRenderFunc( (RTShadowAreaPassData data, RenderGraphContext context) => { RTSAreaRayTraceResources resources = new RTSAreaRayTraceResources(); // Input Buffers resources.depthStencilBuffer = data.depthStencilBuffer; resources.normalBuffer = data.normalBuffer; resources.motionVectorsBuffer = data.motionVectorsBuffer; resources.gbuffer0 = data.gbuffer0; resources.gbuffer1 = data.gbuffer1; resources.gbuffer2 = data.gbuffer2; resources.gbuffer3 = data.gbuffer3; resources.shadowHistoryArray = data.shadowHistoryArray; resources.analyticHistoryArray = data.analyticHistoryArray; // Intermediate buffers resources.directionBuffer = data.directionBuffer; resources.rayLengthBuffer = data.rayLengthBuffer; resources.intermediateBufferRGBA1 = data.intermediateBufferRGBA1; resources.intermediateBufferRG0 = data.intermediateBufferRG0; // Debug textures resources.rayCountTexture = data.rayCountTexture; // Output buffers resources.outputShadowTexture = data.outputShadowTexture; ExecuteSSSAreaRayTrace(context.cmd, data.parameters, resources); }); areaShadow = passData.outputShadowTexture; } int areaShadowSlot = m_lightList.lights[lightIndex].screenSpaceShadowIndex; WriteScreenSpaceShadow(renderGraph, hdCamera, areaShadow, screenSpaceShadowArray, areaShadowSlot, ScreenSpaceShadowType.Area); if (additionalLightData.filterTracedShadow) { // Do not forget to update the identification of shadow history usage hdCamera.PropagateShadowHistory(additionalLightData, areaShadowSlot, GPULightType.Rectangle); } } } }