174 lines
9.7 KiB
C#
174 lines
9.7 KiB
C#
using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering;
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namespace UnityEngine.Rendering.HighDefinition
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{
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class HDDiffuseDenoiser
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{
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// Resources used for the de-noiser
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ComputeShader m_DiffuseDenoiser;
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// Runtime Initialization data
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bool m_DenoiserInitialized;
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Texture2D m_OwnenScrambledTexture;
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GraphicsBuffer m_PointDistribution;
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// Kernels that may be required
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int m_BilateralFilterSingleKernel;
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int m_BilateralFilterColorKernel;
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int m_GatherSingleKernel;
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int m_GatherColorKernel;
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public void Init(HDRenderPipeline renderPipeline)
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{
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// Keep track of the resources
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m_DiffuseDenoiser = renderPipeline.runtimeShaders.diffuseDenoiserCS;
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// Grab all the kernels we'll eventually need
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m_BilateralFilterSingleKernel = m_DiffuseDenoiser.FindKernel("BilateralFilterSingle");
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m_BilateralFilterColorKernel = m_DiffuseDenoiser.FindKernel("BilateralFilterColor");
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m_GatherSingleKernel = m_DiffuseDenoiser.FindKernel("GatherSingle");
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m_GatherColorKernel = m_DiffuseDenoiser.FindKernel("GatherColor");
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// Data required for the online initialization
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m_DenoiserInitialized = false;
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m_OwnenScrambledTexture = renderPipeline.runtimeTextures.owenScrambledRGBATex;
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m_PointDistribution = new GraphicsBuffer(GraphicsBuffer.Target.Structured, 16 * 4, 2 * sizeof(float));
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}
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public void Release()
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{
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CoreUtils.SafeRelease(m_PointDistribution);
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}
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class DiffuseDenoiserPassData
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{
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// Camera parameters
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public int texWidth;
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public int texHeight;
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public int viewCount;
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// Denoising parameters
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public bool needInit;
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public float pixelSpreadTangent;
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public float kernelSize;
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public bool halfResolutionFilter;
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public bool jitterFilter;
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public int frameIndex;
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public float resolutionMultiplier;
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// Kernels
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public int bilateralFilterKernel;
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public int gatherKernel;
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// Other parameters
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public BufferHandle pointDistribution;
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public ComputeShader diffuseDenoiserCS;
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public Texture2D owenScrambledTexture;
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public TextureHandle depthStencilBuffer;
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public TextureHandle normalBuffer;
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public TextureHandle noisyBuffer;
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public TextureHandle intermediateBuffer;
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public TextureHandle outputBuffer;
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}
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internal struct DiffuseDenoiserParameters
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{
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public bool singleChannel;
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public float kernelSize;
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public bool halfResolutionFilter;
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public bool jitterFilter;
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public float resolutionMultiplier;
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}
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public TextureHandle Denoise(RenderGraph renderGraph, HDCamera hdCamera, DiffuseDenoiserParameters denoiserParams,
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TextureHandle noisyBuffer, TextureHandle depthBuffer, TextureHandle normalBuffer, TextureHandle outputBuffer)
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{
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using (var builder = renderGraph.AddRenderPass<DiffuseDenoiserPassData>("DiffuseDenoiser", out var passData, ProfilingSampler.Get(HDProfileId.DiffuseFilter)))
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{
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// Cannot run in async
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builder.EnableAsyncCompute(false);
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// Initialization data
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passData.needInit = !m_DenoiserInitialized;
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m_DenoiserInitialized = true;
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passData.owenScrambledTexture = m_OwnenScrambledTexture;
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// Camera parameters
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passData.texWidth = (int)Mathf.Floor(hdCamera.actualWidth / denoiserParams.resolutionMultiplier);
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passData.texHeight = (int)Mathf.Floor(hdCamera.actualHeight / denoiserParams.resolutionMultiplier);
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passData.viewCount = hdCamera.viewCount;
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// Parameters
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passData.pixelSpreadTangent = HDRenderPipeline.GetPixelSpreadTangent(hdCamera.camera.fieldOfView, passData.texWidth, passData.texHeight);
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passData.kernelSize = denoiserParams.kernelSize;
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passData.halfResolutionFilter = denoiserParams.halfResolutionFilter;
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passData.jitterFilter = denoiserParams.jitterFilter;
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passData.frameIndex = HDRenderPipeline.RayTracingFrameIndex(hdCamera);
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passData.resolutionMultiplier = denoiserParams.resolutionMultiplier;
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// Kernels
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passData.bilateralFilterKernel = denoiserParams.singleChannel ? m_BilateralFilterSingleKernel : m_BilateralFilterColorKernel;
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passData.gatherKernel = denoiserParams.singleChannel ? m_GatherSingleKernel : m_GatherColorKernel;
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// Other parameters
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passData.diffuseDenoiserCS = m_DiffuseDenoiser;
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passData.pointDistribution = builder.ReadBuffer(renderGraph.ImportBuffer(m_PointDistribution));
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passData.depthStencilBuffer = builder.ReadTexture(depthBuffer);
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passData.normalBuffer = builder.ReadTexture(normalBuffer);
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passData.noisyBuffer = builder.ReadTexture(noisyBuffer);
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passData.intermediateBuffer = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.B10G11R11_UFloatPack32, enableRandomWrite = true, name = "DiffuseDenoiserIntermediate" });
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passData.outputBuffer = builder.WriteTexture(outputBuffer);
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builder.SetRenderFunc(
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(DiffuseDenoiserPassData data, RenderGraphContext ctx) =>
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{
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// Generate the point distribution if needed (this is only ran once)
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if (data.needInit)
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{
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int m_GeneratePointDistributionKernel = data.diffuseDenoiserCS.FindKernel("GeneratePointDistribution");
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ctx.cmd.SetComputeTextureParam(data.diffuseDenoiserCS, m_GeneratePointDistributionKernel, HDShaderIDs._OwenScrambledRGTexture, data.owenScrambledTexture);
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ctx.cmd.SetComputeBufferParam(data.diffuseDenoiserCS, m_GeneratePointDistributionKernel, "_PointDistributionRW", data.pointDistribution);
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ctx.cmd.DispatchCompute(data.diffuseDenoiserCS, m_GeneratePointDistributionKernel, 1, 1, 1);
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}
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// Evaluate the dispatch parameters
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int areaTileSize = 8;
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int numTilesX = (data.texWidth + (areaTileSize - 1)) / areaTileSize;
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int numTilesY = (data.texHeight + (areaTileSize - 1)) / areaTileSize;
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// Request the intermediate buffers that we need
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ctx.cmd.SetComputeFloatParam(data.diffuseDenoiserCS, HDShaderIDs._DenoiserFilterRadius, data.kernelSize);
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ctx.cmd.SetComputeBufferParam(data.diffuseDenoiserCS, data.bilateralFilterKernel, HDShaderIDs._PointDistribution, data.pointDistribution);
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ctx.cmd.SetComputeTextureParam(data.diffuseDenoiserCS, data.bilateralFilterKernel, HDShaderIDs._DenoiseInputTexture, data.noisyBuffer);
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ctx.cmd.SetComputeTextureParam(data.diffuseDenoiserCS, data.bilateralFilterKernel, HDShaderIDs._DepthTexture, data.depthStencilBuffer);
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ctx.cmd.SetComputeTextureParam(data.diffuseDenoiserCS, data.bilateralFilterKernel, HDShaderIDs._StencilTexture, data.depthStencilBuffer, 0, RenderTextureSubElement.Stencil);
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ctx.cmd.SetComputeTextureParam(data.diffuseDenoiserCS, data.bilateralFilterKernel, HDShaderIDs._NormalBufferTexture, data.normalBuffer);
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ctx.cmd.SetComputeTextureParam(data.diffuseDenoiserCS, data.bilateralFilterKernel, HDShaderIDs._DenoiseOutputTextureRW, data.halfResolutionFilter ? data.intermediateBuffer : data.outputBuffer);
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ctx.cmd.SetComputeIntParam(data.diffuseDenoiserCS, HDShaderIDs._HalfResolutionFilter, data.halfResolutionFilter ? 1 : 0);
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ctx.cmd.SetComputeFloatParam(data.diffuseDenoiserCS, HDShaderIDs._PixelSpreadAngleTangent, data.pixelSpreadTangent);
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ctx.cmd.SetComputeVectorParam(data.diffuseDenoiserCS, HDShaderIDs._DenoiserResolutionMultiplierVals, new Vector4(data.resolutionMultiplier, 1.0f / data.resolutionMultiplier, 0.0f, 0.0f));
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if (data.jitterFilter)
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ctx.cmd.SetComputeIntParam(data.diffuseDenoiserCS, HDShaderIDs._JitterFramePeriod, (data.frameIndex % 4));
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else
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ctx.cmd.SetComputeIntParam(data.diffuseDenoiserCS, HDShaderIDs._JitterFramePeriod, -1);
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ctx.cmd.DispatchCompute(data.diffuseDenoiserCS, data.bilateralFilterKernel, numTilesX, numTilesY, data.viewCount);
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if (data.halfResolutionFilter)
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{
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ctx.cmd.SetComputeTextureParam(data.diffuseDenoiserCS, data.gatherKernel, HDShaderIDs._DenoiseInputTexture, data.intermediateBuffer);
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ctx.cmd.SetComputeTextureParam(data.diffuseDenoiserCS, data.gatherKernel, HDShaderIDs._DepthTexture, data.depthStencilBuffer);
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ctx.cmd.SetComputeTextureParam(data.diffuseDenoiserCS, data.gatherKernel, HDShaderIDs._DenoiseOutputTextureRW, data.outputBuffer);
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ctx.cmd.DispatchCompute(data.diffuseDenoiserCS, data.gatherKernel, numTilesX, numTilesY, data.viewCount);
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}
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});
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return passData.outputBuffer;
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}
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}
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}
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}
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