163 lines
10 KiB
C#
163 lines
10 KiB
C#
using System;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using UnityEngine.Experimental.Rendering.RenderGraphModule;
|
|
|
|
namespace UnityEngine.Rendering.HighDefinition
|
|
{
|
|
public partial class HDRenderPipeline
|
|
{
|
|
TextureHandle DenoiseDirectionalScreenSpaceShadow(RenderGraph renderGraph, HDCamera hdCamera,
|
|
TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle motionVetorsBuffer, TextureHandle historyValidityBuffer,
|
|
TextureHandle noisyBuffer, TextureHandle velocityBuffer, TextureHandle distanceBuffer)
|
|
{
|
|
// Is the history still valid?
|
|
int dirShadowIndex = m_CurrentSunLightDirectionalLightData.screenSpaceShadowIndex & (int)LightDefinitions.s_ScreenSpaceShadowIndexMask;
|
|
float historyValidity = EvaluateHistoryValidityDirectionalShadow(hdCamera, dirShadowIndex, m_CurrentSunLightAdditionalLightData);
|
|
|
|
// Grab the history buffers for shadows
|
|
RTHandle shadowHistoryArray = RequestShadowHistoryBuffer(hdCamera);
|
|
RTHandle shadowHistoryDistanceArray = RequestShadowHistoryDistanceBuffer(hdCamera);
|
|
RTHandle shadowHistoryValidityArray = RequestShadowHistoryValidityBuffer(hdCamera);
|
|
|
|
// Evaluate the slot of the directional light (given that it may be a color shadow, we need to use the mask to get the actual slot indices)
|
|
GetShadowChannelMask(dirShadowIndex, m_CurrentSunLightAdditionalLightData.colorShadow ? ScreenSpaceShadowType.Color : ScreenSpaceShadowType.GrayScale, ref m_ShadowChannelMask0);
|
|
GetShadowChannelMask(dirShadowIndex, ScreenSpaceShadowType.GrayScale, ref m_ShadowChannelMask1);
|
|
|
|
// Apply the temporal denoiser
|
|
HDTemporalFilter temporalFilter = GetTemporalFilter();
|
|
HDTemporalFilter.TemporalDenoiserArrayOutputData temporalFilterResult = temporalFilter.DenoiseBuffer(renderGraph, hdCamera,
|
|
depthBuffer, normalBuffer, motionVetorsBuffer, historyValidityBuffer,
|
|
noisyBuffer, shadowHistoryArray,
|
|
distanceBuffer, shadowHistoryDistanceArray,
|
|
velocityBuffer,
|
|
shadowHistoryValidityArray,
|
|
dirShadowIndex / 4, m_ShadowChannelMask0, m_ShadowChannelMask1,
|
|
true, !m_CurrentSunLightAdditionalLightData.colorShadow, historyValidity);
|
|
|
|
// Apply the spatial denoiser
|
|
HDDiffuseShadowDenoiser shadowDenoiser = GetDiffuseShadowDenoiser();
|
|
TextureHandle denoisedBuffer = shadowDenoiser.DenoiseBufferDirectional(renderGraph, hdCamera,
|
|
depthBuffer, normalBuffer,
|
|
temporalFilterResult.outputSignal, temporalFilterResult.outputSignalDistance,
|
|
m_CurrentSunLightAdditionalLightData.filterSizeTraced, m_CurrentSunLightAdditionalLightData.angularDiameter * 0.5f, !m_CurrentSunLightAdditionalLightData.colorShadow);
|
|
|
|
// Now that we have overriden this history, mark is as used by this light
|
|
hdCamera.PropagateShadowHistory(m_CurrentSunLightAdditionalLightData, dirShadowIndex, GPULightType.Directional);
|
|
|
|
return denoisedBuffer;
|
|
}
|
|
|
|
class RTSDirectionalTracePassData
|
|
{
|
|
public RTShadowDirectionalTraceParameters parameters;
|
|
public TextureHandle depthStencilBuffer;
|
|
public TextureHandle normalBuffer;
|
|
public TextureHandle directionBuffer;
|
|
public TextureHandle rayCountTexture;
|
|
public TextureHandle velocityBuffer;
|
|
public TextureHandle distanceBuffer;
|
|
public TextureHandle outputShadowBuffer;
|
|
}
|
|
|
|
void RenderRayTracedDirectionalScreenSpaceShadow(RenderGraph renderGraph, HDCamera hdCamera,
|
|
TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle motionVetorsBuffer, TextureHandle historyValidityBuffer,
|
|
TextureHandle rayCountTexture, TextureHandle screenSpaceShadowArray)
|
|
{
|
|
TextureHandle directionalShadow;
|
|
TextureHandle velocityBuffer;
|
|
TextureHandle distanceBuffer;
|
|
RTShadowDirectionalTraceParameters rtsdtParams = PrepareRTShadowDirectionalTraceParameters(hdCamera, m_CurrentSunLightAdditionalLightData);
|
|
using (var builder = renderGraph.AddRenderPass<RTSDirectionalTracePassData>("Directional RT Shadow", out var passData, ProfilingSampler.Get(HDProfileId.RaytracingDirectionalLightShadow)))
|
|
{
|
|
passData.parameters = rtsdtParams;
|
|
|
|
// 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 context) =>
|
|
{
|
|
RTShadowDirectionalTraceResources resources = new RTShadowDirectionalTraceResources();
|
|
resources.depthStencilBuffer = data.depthStencilBuffer;
|
|
resources.normalBuffer = data.normalBuffer;
|
|
resources.directionBuffer = data.directionBuffer;
|
|
resources.rayCountTexture = data.rayCountTexture;
|
|
resources.velocityBuffer = data.velocityBuffer;
|
|
resources.distanceBuffer = data.distanceBuffer;
|
|
resources.outputShadowBuffer = data.outputShadowBuffer;
|
|
ExecuteSSSDirectionalTrace(context.cmd, data.parameters, resources);
|
|
});
|
|
directionalShadow = passData.outputShadowBuffer;
|
|
velocityBuffer = passData.velocityBuffer;
|
|
distanceBuffer = passData.distanceBuffer;
|
|
}
|
|
|
|
// If required, denoise the shadow
|
|
if (m_CurrentSunLightAdditionalLightData.filterTracedShadow && rtsdtParams.softShadow)
|
|
{
|
|
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);
|
|
}
|
|
|
|
class SSSDirectionalTracePassData
|
|
{
|
|
public SSShadowDirectionalParameters parameters;
|
|
public TextureHandle normalBuffer;
|
|
public TextureHandle screenSpaceShadowArray;
|
|
}
|
|
|
|
void RenderDirectionalLightScreenSpaceShadow(RenderGraph renderGraph, HDCamera hdCamera,
|
|
TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle motionVectorsBuffer, TextureHandle historyValidityBuffer,
|
|
TextureHandle rayCountTexture, TextureHandle screenSpaceShadowArray)
|
|
{
|
|
// Should we be executing anything really?
|
|
bool screenSpaceShadowRequired = m_CurrentSunLightAdditionalLightData != null && m_CurrentSunLightAdditionalLightData.WillRenderScreenSpaceShadow();
|
|
|
|
// Render directional screen space shadow if required
|
|
if (screenSpaceShadowRequired)
|
|
{
|
|
bool rayTracedDirectionalRequired = m_CurrentSunLightAdditionalLightData.WillRenderRayTracedShadow();
|
|
// If the shadow is flagged as ray traced, we need to evaluate it completely
|
|
if (rayTracedDirectionalRequired)
|
|
RenderRayTracedDirectionalScreenSpaceShadow(renderGraph, hdCamera, depthBuffer, normalBuffer, motionVectorsBuffer, historyValidityBuffer, rayCountTexture, screenSpaceShadowArray);
|
|
else
|
|
{
|
|
using (var builder = renderGraph.AddRenderPass<SSSDirectionalTracePassData>("Directional RT Shadow", out var passData, ProfilingSampler.Get(HDProfileId.RaytracingDirectionalLightShadow)))
|
|
{
|
|
passData.parameters = PrepareSSShadowDirectionalParameters();
|
|
passData.normalBuffer = builder.ReadTexture(normalBuffer);
|
|
passData.screenSpaceShadowArray = builder.ReadWriteTexture(screenSpaceShadowArray);
|
|
|
|
builder.SetRenderFunc(
|
|
(SSSDirectionalTracePassData data, RenderGraphContext context) =>
|
|
{
|
|
ExecuteSSShadowDirectional(context.cmd, data.parameters, context.renderGraphPool.GetTempMaterialPropertyBlock(), data.normalBuffer, data.screenSpaceShadowArray);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|