/
PathTracingDemo.cs
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/
PathTracingDemo.cs
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
[ExecuteInEditMode]
public class PathTracingDemo : MonoBehaviour
{
public RayTracingShader rayTracingShader = null;
public Cubemap envTexture = null;
[Range(1, 100)]
public uint bounceCountOpaque = 5;
[Range(1, 100)]
public uint bounceCountTransparent = 8;
private uint cameraWidth = 0;
private uint cameraHeight = 0;
private int convergenceStep = 0;
private Matrix4x4 prevCameraMatrix;
private uint prevBounceCountOpaque = 0;
private uint prevBounceCountTransparent = 0;
private RenderTexture rayTracingOutput = null;
private RayTracingAccelerationStructure rayTracingAccelerationStructure = null;
private void CreateRayTracingAccelerationStructure()
{
if (rayTracingAccelerationStructure == null)
{
RayTracingAccelerationStructure.RASSettings settings = new RayTracingAccelerationStructure.RASSettings();
settings.rayTracingModeMask = RayTracingAccelerationStructure.RayTracingModeMask.Everything;
settings.managementMode = RayTracingAccelerationStructure.ManagementMode.Automatic;
settings.layerMask = 255;
rayTracingAccelerationStructure = new RayTracingAccelerationStructure(settings);
}
}
private void ReleaseResources()
{
if (rayTracingAccelerationStructure != null)
{
rayTracingAccelerationStructure.Release();
rayTracingAccelerationStructure = null;
}
if (rayTracingOutput != null)
{
rayTracingOutput.Release();
rayTracingOutput = null;
}
cameraWidth = 0;
cameraHeight = 0;
}
private void CreateResources()
{
CreateRayTracingAccelerationStructure();
if (cameraWidth != Camera.main.pixelWidth || cameraHeight != Camera.main.pixelHeight)
{
if (rayTracingOutput)
rayTracingOutput.Release();
RenderTextureDescriptor rtDesc = new RenderTextureDescriptor()
{
dimension = TextureDimension.Tex2D,
width = Camera.main.pixelWidth,
height = Camera.main.pixelHeight,
depthBufferBits = 0,
volumeDepth = 1,
msaaSamples = 1,
vrUsage = VRTextureUsage.OneEye,
graphicsFormat = GraphicsFormat.R32G32B32A32_SFloat,
enableRandomWrite = true,
};
rayTracingOutput = new RenderTexture(rtDesc);
rayTracingOutput.Create();
cameraWidth = (uint)Camera.main.pixelWidth;
cameraHeight = (uint)Camera.main.pixelHeight;
convergenceStep = 0;
}
}
void OnDestroy()
{
ReleaseResources();
}
void OnDisable()
{
ReleaseResources();
}
private void OnEnable()
{
prevCameraMatrix = Camera.main.cameraToWorldMatrix;
prevBounceCountOpaque = bounceCountOpaque;
prevBounceCountTransparent = bounceCountTransparent;
}
private void Update()
{
CreateResources();
if (Input.GetKeyDown("space"))
convergenceStep = 0;
}
[ImageEffectOpaque]
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (!SystemInfo.supportsRayTracing || !rayTracingShader)
{
Debug.Log("The RayTracing API is not supported by this GPU or by the current graphics API.");
Graphics.Blit(src, dest);
return;
}
if (rayTracingAccelerationStructure == null)
return;
if (prevCameraMatrix != Camera.main.cameraToWorldMatrix)
convergenceStep = 0;
if (prevBounceCountOpaque != bounceCountOpaque)
convergenceStep = 0;
if (prevBounceCountTransparent != bounceCountTransparent)
convergenceStep = 0;
// Not really needed per frame if the scene is static.
rayTracingAccelerationStructure.Build();
rayTracingShader.SetShaderPass("PathTracing");
Shader.SetGlobalInt(Shader.PropertyToID("g_BounceCountOpaque"), (int)bounceCountOpaque);
Shader.SetGlobalInt(Shader.PropertyToID("g_BounceCountTransparent"), (int)bounceCountTransparent);
// Input
rayTracingShader.SetAccelerationStructure(Shader.PropertyToID("g_AccelStruct"), rayTracingAccelerationStructure);
rayTracingShader.SetFloat(Shader.PropertyToID("g_Zoom"), Mathf.Tan(Mathf.Deg2Rad * Camera.main.fieldOfView * 0.5f));
rayTracingShader.SetFloat(Shader.PropertyToID("g_AspectRatio"), cameraWidth / (float)cameraHeight);
rayTracingShader.SetInt(Shader.PropertyToID("g_ConvergenceStep"), convergenceStep);
rayTracingShader.SetInt(Shader.PropertyToID("g_FrameIndex"), Time.frameCount);
rayTracingShader.SetTexture(Shader.PropertyToID("g_EnvTex"), envTexture);
// Output
rayTracingShader.SetTexture(Shader.PropertyToID("g_Radiance"), rayTracingOutput);
rayTracingShader.Dispatch("MainRayGenShader", (int)cameraWidth, (int)cameraHeight, 1, Camera.main);
Graphics.Blit(rayTracingOutput, dest);
convergenceStep++;
prevCameraMatrix = Camera.main.cameraToWorldMatrix;
prevBounceCountOpaque = bounceCountOpaque;
prevBounceCountTransparent = bounceCountTransparent;
}
}