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

220 lines
15 KiB
C#

using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.HighDefinition
{
internal struct ReflectionDenoiserParameters
{
// Camera Properties
public int texWidth;
public int texHeight;
public int viewCount;
// De-noising parameters
public int maxKernelSize;
public float historyValidity;
// Current inverse resolution of the history buffer
public Vector2 historyBufferSize;
// Resolution at which the effect is rendered (Half the _Screensize if half res)
public Vector4 currentEffectResolution;
public float pixelSpreadTangent;
public int affectSmoothSurfaces;
public int singleReflectionBounce;
// Other parameters
public ComputeShader reflectionDenoiserCS;
public int temporalAccumulationKernel;
public int copyHistoryKernel;
public int bilateralFilterHKernel;
public int bilateralFilterVKernel;
public Texture2D reflectionFilterMapping;
}
internal struct ReflectionDenoiserResources
{
// Input buffer
public RTHandle depthBuffer;
public RTHandle normalBuffer;
public RTHandle motionVectorBuffer;
public RTHandle historyDepth;
// Intermediate textures
public RTHandle intermediateBuffer0;
public RTHandle intermediateBuffer1;
// Output buffers
public RTHandle historySignal;
public RTHandle noisyToOutputSignal;
}
class HDReflectionDenoiser
{
ComputeShader m_ReflectionDenoiserCS;
Texture2D m_ReflectionFilterMapping;
int s_TemporalAccumulationFullResKernel;
int s_TemporalAccumulationHalfResKernel;
int s_CopyHistoryKernel;
int s_BilateralFilterH_FRKernel;
int s_BilateralFilterV_FRKernel;
int s_BilateralFilterH_HRKernel;
int s_BilateralFilterV_HRKernel;
public HDReflectionDenoiser()
{
}
public void Init(HDRenderPipelineRayTracingResources rpRTResources)
{
m_ReflectionDenoiserCS = rpRTResources.reflectionDenoiserCS;
m_ReflectionFilterMapping = rpRTResources.reflectionFilterMapping;
// Fetch all the kernels we shall be using
s_TemporalAccumulationFullResKernel = m_ReflectionDenoiserCS.FindKernel("TemporalAccumulationFullRes");
s_TemporalAccumulationHalfResKernel = m_ReflectionDenoiserCS.FindKernel("TemporalAccumulationHalfRes");
s_CopyHistoryKernel = m_ReflectionDenoiserCS.FindKernel("CopyHistory");
s_BilateralFilterH_FRKernel = m_ReflectionDenoiserCS.FindKernel("BilateralFilterH_FR");
s_BilateralFilterV_FRKernel = m_ReflectionDenoiserCS.FindKernel("BilateralFilterV_FR");
s_BilateralFilterH_HRKernel = m_ReflectionDenoiserCS.FindKernel("BilateralFilterH_HR");
s_BilateralFilterV_HRKernel = m_ReflectionDenoiserCS.FindKernel("BilateralFilterV_HR");
}
public void Release()
{
}
internal ReflectionDenoiserParameters PrepareReflectionDenoiserParameters(HDCamera hdCamera, float historyValidity, int maxKernelSize, bool fullResolution, bool singleReflectionBounce, bool affectSmoothSurfaces)
{
ReflectionDenoiserParameters reflDenoiserParams = new ReflectionDenoiserParameters();
// Camera parameters
reflDenoiserParams.texWidth = fullResolution ? hdCamera.actualWidth : (hdCamera.actualWidth / 2);
reflDenoiserParams.texHeight = fullResolution ? hdCamera.actualHeight : (hdCamera.actualHeight / 2);
reflDenoiserParams.viewCount = hdCamera.viewCount;
// De-noising parameters
reflDenoiserParams.historyValidity = historyValidity;
reflDenoiserParams.maxKernelSize = fullResolution ? maxKernelSize : maxKernelSize / 2;
reflDenoiserParams.historyBufferSize = new Vector2(1.0f / (float)hdCamera.historyRTHandleProperties.currentRenderTargetSize.x, 1.0f / (float)hdCamera.historyRTHandleProperties.currentRenderTargetSize.y);
reflDenoiserParams.currentEffectResolution = new Vector4(reflDenoiserParams.texWidth, reflDenoiserParams.texHeight, 1.0f / (float)reflDenoiserParams.texWidth, 1.0f / (float)reflDenoiserParams.texHeight);
reflDenoiserParams.pixelSpreadTangent = HDRenderPipeline.GetPixelSpreadTangent(hdCamera.camera.fieldOfView, reflDenoiserParams.texWidth, reflDenoiserParams.texHeight);
reflDenoiserParams.affectSmoothSurfaces = affectSmoothSurfaces ? 1 : 0;
reflDenoiserParams.singleReflectionBounce = singleReflectionBounce ? 1 : 0;
// Other parameters
reflDenoiserParams.reflectionDenoiserCS = m_ReflectionDenoiserCS;
reflDenoiserParams.temporalAccumulationKernel = fullResolution ? s_TemporalAccumulationFullResKernel : s_TemporalAccumulationHalfResKernel;
reflDenoiserParams.copyHistoryKernel = s_CopyHistoryKernel;
reflDenoiserParams.bilateralFilterHKernel = fullResolution ? s_BilateralFilterH_FRKernel : s_BilateralFilterH_HRKernel;
reflDenoiserParams.bilateralFilterVKernel = fullResolution ? s_BilateralFilterV_FRKernel : s_BilateralFilterV_HRKernel;
reflDenoiserParams.reflectionFilterMapping = m_ReflectionFilterMapping;
return reflDenoiserParams;
}
public static void DenoiseBuffer(CommandBuffer cmd, ReflectionDenoiserParameters parameters, ReflectionDenoiserResources reflDenoiserResources)
{
// Evaluate the dispatch parameters
int tileSize = 8;
int numTilesX = (parameters.texWidth + (tileSize - 1)) / tileSize;
int numTilesY = (parameters.texHeight + (tileSize - 1)) / tileSize;
// Input data
cmd.SetComputeFloatParam(parameters.reflectionDenoiserCS, HDShaderIDs._HistoryValidity, parameters.historyValidity);
cmd.SetComputeFloatParam(parameters.reflectionDenoiserCS, HDShaderIDs._PixelSpreadAngleTangent, parameters.pixelSpreadTangent);
cmd.SetComputeVectorParam(parameters.reflectionDenoiserCS, HDShaderIDs._HistoryBufferSize, parameters.historyBufferSize);
cmd.SetComputeVectorParam(parameters.reflectionDenoiserCS, HDShaderIDs._CurrentEffectResolution, parameters.currentEffectResolution);
cmd.SetComputeIntParam(parameters.reflectionDenoiserCS, HDShaderIDs._AffectSmoothSurfaces, parameters.affectSmoothSurfaces);
cmd.SetComputeIntParam(parameters.reflectionDenoiserCS, HDShaderIDs._SingleReflectionBounce, parameters.singleReflectionBounce);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.temporalAccumulationKernel, HDShaderIDs._DenoiseInputTexture, reflDenoiserResources.noisyToOutputSignal);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.temporalAccumulationKernel, HDShaderIDs._DepthTexture, reflDenoiserResources.depthBuffer);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.temporalAccumulationKernel, HDShaderIDs._HistoryDepthTexture, reflDenoiserResources.historyDepth);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.temporalAccumulationKernel, HDShaderIDs._NormalBufferTexture, reflDenoiserResources.normalBuffer);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.temporalAccumulationKernel, HDShaderIDs._CameraMotionVectorsTexture, reflDenoiserResources.motionVectorBuffer);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.temporalAccumulationKernel, HDShaderIDs._HistoryBuffer, reflDenoiserResources.historySignal);
// Output texture
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.temporalAccumulationKernel, HDShaderIDs._DenoiseOutputTextureRW, reflDenoiserResources.intermediateBuffer0);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.temporalAccumulationKernel, HDShaderIDs._SampleCountTextureRW, reflDenoiserResources.intermediateBuffer1);
// Do the temporal accumulation
cmd.DispatchCompute(parameters.reflectionDenoiserCS, parameters.temporalAccumulationKernel, numTilesX, numTilesY, parameters.viewCount);
// Copy the accumulated signal into the history buffer
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.copyHistoryKernel, HDShaderIDs._DenoiseInputTexture, reflDenoiserResources.intermediateBuffer0);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.copyHistoryKernel, HDShaderIDs._DenoiseOutputTextureRW, reflDenoiserResources.historySignal);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.copyHistoryKernel, HDShaderIDs._SampleCountTextureRW, reflDenoiserResources.intermediateBuffer1);
cmd.DispatchCompute(parameters.reflectionDenoiserCS, parameters.copyHistoryKernel, numTilesX, numTilesY, parameters.viewCount);
// Horizontal pass of the bilateral filter
cmd.SetComputeIntParam(parameters.reflectionDenoiserCS, HDShaderIDs._DenoiserFilterRadius, parameters.maxKernelSize);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.bilateralFilterHKernel, HDShaderIDs._DenoiseInputTexture, reflDenoiserResources.intermediateBuffer0);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.bilateralFilterHKernel, HDShaderIDs._DepthTexture, reflDenoiserResources.depthBuffer);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.bilateralFilterHKernel, HDShaderIDs._NormalBufferTexture, reflDenoiserResources.normalBuffer);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.bilateralFilterHKernel, HDShaderIDs._DenoiseOutputTextureRW, reflDenoiserResources.intermediateBuffer1);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.bilateralFilterHKernel, HDShaderIDs._ReflectionFilterMapping, parameters.reflectionFilterMapping);
cmd.DispatchCompute(parameters.reflectionDenoiserCS, parameters.bilateralFilterHKernel, numTilesX, numTilesY, parameters.viewCount);
// Horizontal pass of the bilateral filter
cmd.SetComputeIntParam(parameters.reflectionDenoiserCS, HDShaderIDs._DenoiserFilterRadius, parameters.maxKernelSize);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.bilateralFilterVKernel, HDShaderIDs._DenoiseInputTexture, reflDenoiserResources.intermediateBuffer1);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.bilateralFilterVKernel, HDShaderIDs._DepthTexture, reflDenoiserResources.depthBuffer);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.bilateralFilterVKernel, HDShaderIDs._NormalBufferTexture, reflDenoiserResources.normalBuffer);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.bilateralFilterVKernel, HDShaderIDs._DenoiseOutputTextureRW, reflDenoiserResources.noisyToOutputSignal);
cmd.SetComputeTextureParam(parameters.reflectionDenoiserCS, parameters.bilateralFilterVKernel, HDShaderIDs._ReflectionFilterMapping, parameters.reflectionFilterMapping);
cmd.DispatchCompute(parameters.reflectionDenoiserCS, parameters.bilateralFilterVKernel, numTilesX, numTilesY, parameters.viewCount);
}
class ReflectionDenoiserPassData
{
public ReflectionDenoiserParameters parameters;
public TextureHandle depthBuffer;
public TextureHandle historyDepth;
public TextureHandle normalBuffer;
public TextureHandle motionVectorBuffer;
public TextureHandle intermediateBuffer0;
public TextureHandle intermediateBuffer1;
public TextureHandle historySignal;
public TextureHandle noisyToOutputSignal;
}
public TextureHandle DenoiseRTR(RenderGraph renderGraph, in ReflectionDenoiserParameters parameters, HDCamera hdCamera,
TextureHandle depthPyramid, TextureHandle normalBuffer, TextureHandle motionVectorBuffer, TextureHandle clearCoatTexture, TextureHandle lightingTexture, RTHandle historyBuffer)
{
using (var builder = renderGraph.AddRenderPass<ReflectionDenoiserPassData>("Denoise ray traced reflections", out var passData, ProfilingSampler.Get(HDProfileId.RaytracingReflectionFilter)))
{
builder.EnableAsyncCompute(false);
passData.parameters = parameters;
passData.depthBuffer = builder.ReadTexture(depthPyramid);
passData.normalBuffer = builder.ReadTexture(normalBuffer);
passData.motionVectorBuffer = builder.ReadTexture(motionVectorBuffer);
RTHandle depthT = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth);
passData.historyDepth = depthT != null ? renderGraph.ImportTexture(hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth)) : renderGraph.defaultResources.blackTextureXR;
passData.intermediateBuffer0 = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true)
{ colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "IntermediateTexture0" });
passData.intermediateBuffer1 = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true)
{ colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "IntermediateTexture1" });
passData.historySignal = builder.ReadWriteTexture(renderGraph.ImportTexture(historyBuffer));
passData.noisyToOutputSignal = builder.ReadWriteTexture(lightingTexture);
builder.SetRenderFunc((ReflectionDenoiserPassData data, RenderGraphContext ctx) =>
{
// We need to fill the structure that holds the various resources
ReflectionDenoiserResources rtrDenoiseResources = new ReflectionDenoiserResources();
rtrDenoiseResources.depthBuffer = data.depthBuffer;
rtrDenoiseResources.historyDepth = data.historyDepth;
rtrDenoiseResources.normalBuffer = data.normalBuffer;
rtrDenoiseResources.motionVectorBuffer = data.motionVectorBuffer;
rtrDenoiseResources.intermediateBuffer0 = data.intermediateBuffer0;
rtrDenoiseResources.intermediateBuffer1 = data.intermediateBuffer1;
rtrDenoiseResources.historySignal = data.historySignal;
rtrDenoiseResources.noisyToOutputSignal = data.noisyToOutputSignal;
DenoiseBuffer(ctx.cmd, data.parameters, rtrDenoiseResources);
});
return passData.noisyToOutputSignal;
}
}
}
}