2021-09-09 20:42:29 -04:00

146 lines
7.4 KiB
C#

using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.HighDefinition
{
partial class HDRaytracingAmbientOcclusion
{
struct TraceAmbientOcclusionResult
{
public TextureHandle signalBuffer;
public TextureHandle velocityBuffer;
}
public TextureHandle RenderRTAO(RenderGraph renderGraph, HDCamera hdCamera,
TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle motionVectors, TextureHandle historyValidationBuffer,
TextureHandle rayCountTexture, ShaderVariablesRaytracing shaderVariablesRaytracing)
{
var settings = hdCamera.volumeStack.GetComponent<AmbientOcclusion>();
TextureHandle result;
if (m_RenderPipeline.GetRayTracingState())
{
// Evaluate the parameters
AmbientOcclusionTraceParameters aoParameters = PrepareAmbientOcclusionTraceParameters(hdCamera, shaderVariablesRaytracing);
// Trace the signal
TraceAmbientOcclusionResult traceResult = TraceAO(renderGraph, aoParameters, depthBuffer, normalBuffer, rayCountTexture);
// Denoise if required
result = DenoiseAO(renderGraph, hdCamera, traceResult, depthBuffer, normalBuffer, motionVectors, historyValidationBuffer);
// Compose the result to be done
AmbientOcclusionComposeParameters aoComposeParameters = PrepareAmbientOcclusionComposeParameters(hdCamera, shaderVariablesRaytracing);
result = ComposeAO(renderGraph, aoComposeParameters, result);
}
else
{
result = renderGraph.defaultResources.blackTextureXR;
}
return result;
}
class TraceRTAOPassData
{
public AmbientOcclusionTraceParameters parameters;
public TextureHandle depthBuffer;
public TextureHandle normalBuffer;
public TextureHandle rayCountTexture;
public TextureHandle outputTexture;
public TextureHandle velocityBuffer;
}
TraceAmbientOcclusionResult TraceAO(RenderGraph renderGraph, in AmbientOcclusionTraceParameters parameters, TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle rayCountTexture)
{
using (var builder = renderGraph.AddRenderPass<TraceRTAOPassData>("Tracing the rays for RTAO", out var passData, ProfilingSampler.Get(HDProfileId.RaytracingAmbientOcclusion)))
{
TraceAmbientOcclusionResult traceOutput;
builder.EnableAsyncCompute(false);
passData.parameters = parameters;
passData.depthBuffer = builder.ReadTexture(depthBuffer);
passData.normalBuffer = builder.ReadTexture(normalBuffer);
passData.rayCountTexture = builder.ReadWriteTexture(rayCountTexture);
// Depending of if we will have to denoise (or not), we need to allocate the final format, or a bigger texture
passData.outputTexture = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
{ colorFormat = GraphicsFormat.R8_UNorm, enableRandomWrite = true, name = "Ray Traced Ambient Occlusion" }));
passData.velocityBuffer = builder.ReadWriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
{ colorFormat = GraphicsFormat.R8_SNorm, enableRandomWrite = true, name = "Velocity Buffer" }));
builder.SetRenderFunc(
(TraceRTAOPassData data, RenderGraphContext ctx) =>
{
// We need to fill the structure that holds the various resources
AmbientOcclusionTraceResources aotResources = new AmbientOcclusionTraceResources();
aotResources.depthStencilBuffer = data.depthBuffer;
aotResources.normalBuffer = data.normalBuffer;
aotResources.rayCountTexture = data.rayCountTexture;
aotResources.outputTexture = data.outputTexture;
aotResources.velocityBuffer = data.velocityBuffer;
TraceAO(ctx.cmd, data.parameters, aotResources);
});
traceOutput.signalBuffer = passData.outputTexture;
traceOutput.velocityBuffer = passData.velocityBuffer;
return traceOutput;
}
}
TextureHandle DenoiseAO(RenderGraph renderGraph, HDCamera hdCamera,
TraceAmbientOcclusionResult traceAOResult,
TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle motionVectorBuffer, TextureHandle historyValidationBuffer)
{
var aoSettings = hdCamera.volumeStack.GetComponent<AmbientOcclusion>();
if (aoSettings.denoise)
{
// Evaluate the history's validity
float historyValidity = HDRenderPipeline.EvaluateHistoryValidity(hdCamera);
// Run the temporal denoiser
HDTemporalFilter temporalFilter = m_RenderPipeline.GetTemporalFilter();
TemporalFilterParameters tfParameters = temporalFilter.PrepareTemporalFilterParameters(hdCamera, true, historyValidity);
TextureHandle historyBuffer = renderGraph.ImportTexture(RequestAmbientOcclusionHistoryTexture(hdCamera));
TextureHandle denoisedRTAO = temporalFilter.Denoise(renderGraph, hdCamera, tfParameters, traceAOResult.signalBuffer, traceAOResult.velocityBuffer, historyBuffer, depthBuffer, normalBuffer, motionVectorBuffer, historyValidationBuffer);
// Apply the diffuse denoiser
HDDiffuseDenoiser diffuseDenoiser = m_RenderPipeline.GetDiffuseDenoiser();
DiffuseDenoiserParameters ddParams = diffuseDenoiser.PrepareDiffuseDenoiserParameters(hdCamera, true, aoSettings.denoiserRadius, false, false);
traceAOResult.signalBuffer = diffuseDenoiser.Denoise(renderGraph, hdCamera, ddParams, denoisedRTAO, depthBuffer, normalBuffer, traceAOResult.signalBuffer);
return traceAOResult.signalBuffer;
}
else
return traceAOResult.signalBuffer;
}
class ComposeRTAOPassData
{
public AmbientOcclusionComposeParameters parameters;
public TextureHandle outputTexture;
}
TextureHandle ComposeAO(RenderGraph renderGraph, in AmbientOcclusionComposeParameters parameters, TextureHandle aoTexture)
{
using (var builder = renderGraph.AddRenderPass<ComposeRTAOPassData>("Composing the result of RTAO", out var passData, ProfilingSampler.Get(HDProfileId.RaytracingComposeAmbientOcclusion)))
{
builder.EnableAsyncCompute(false);
passData.parameters = parameters;
passData.outputTexture = builder.ReadWriteTexture(aoTexture);
builder.SetRenderFunc(
(ComposeRTAOPassData data, RenderGraphContext ctx) =>
{
// We need to fill the structure that holds the various resources
ComposeAO(ctx.cmd, data.parameters, data.outputTexture);
});
return passData.outputTexture;
}
}
}
}