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Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue with quality setting foldouts not opening when clicking on them (1253088). - Shutter speed can now be changed by dragging the mouse over the UI label (case 1245007). - Remove the 'Point Cube Size' for cookie, use the Cubemap size directly. +- Only building the RTAS if there is an effect that will require it (1262217). ## [7.1.1] - 2019-09-05 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs index b09053fd75c..fd51b79992e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs @@ -457,11 +457,6 @@ bool RenderLightScreenSpaceShadows(HDCamera hdCamera, CommandBuffer cmd) RTHandle shadowHistoryValidityArray = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistoryValidity) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedShadowHistoryValidity, ShadowHistoryValidityBufferAllocatorFunction, 1); - // Grab the acceleration structure for the target camera - RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure(); - // Set the acceleration structure for the pass - cmd.SetRayTracingAccelerationStructure(m_ScreenSpaceShadowsRT, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); - // Define the shader pass to use for the reflection pass cmd.SetRayTracingShaderPass(m_ScreenSpaceShadowsRT, "VisibilityDXR"); @@ -579,6 +574,11 @@ void RenderAreaScreenSpaceShadow(CommandBuffer cmd, HDCamera hdCamera RayCountManager rayCountManager = GetRayCountManager(); cmd.SetRayTracingTextureParam(m_ScreenSpaceShadowsRT, HDShaderIDs._RayCountTexture, rayCountManager.GetRayCountTexture()); + // Grab the acceleration structure for the target camera + RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure(); + // Set the acceleration structure for the pass + cmd.SetRayTracingAccelerationStructure(m_ScreenSpaceShadowsRT, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); + // Input data cmd.SetRayTracingBufferParam(m_ScreenSpaceShadowsRT, HDShaderIDs._LightDatas, m_LightLoopLightData.lightData); cmd.SetRayTracingTextureParam(m_ScreenSpaceShadowsRT, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); @@ -778,6 +778,11 @@ void RenderPunctualScreenSpaceShadow(CommandBuffer cmd, HDCamera hdCamera cmd.DispatchCompute(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, numTilesX, numTilesY, hdCamera.viewCount); } + // Grab the acceleration structure for the target camera + RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure(); + // Set the acceleration structure for the pass + cmd.SetRayTracingAccelerationStructure(m_ScreenSpaceShadowsRT, HDShaderIDs._RaytracingAccelerationStructureName, accelerationStructure); + // Loop through the samples of this frame for (int sampleIdx = 0; sampleIdx < additionalLightData.numRayTracingSamples; ++sampleIdx) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs index 59ec9f1f218..236d26614da 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs @@ -207,7 +207,7 @@ AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer, for (int meshIdx = 0; meshIdx < numSubMeshes; ++meshIdx) { - // Intially we consider the potential mesh as invalid + // Initially we consider the potential mesh as invalid bool validMesh = false; if (materialArray.Count > meshIdx) { @@ -275,8 +275,9 @@ AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer, } } - // Propagate the opacity mask only if all submaterials are opaque - if (!hasTransparentSubMaterial) + // Propagate the opacity mask only if all sub materials are opaque + bool isOpaque = !hasTransparentSubMaterial; + if (isOpaque) { instanceFlag |= (uint)(RayTracingRendererFlag.Opaque); } @@ -413,10 +414,22 @@ internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera) + m_RayTracingLights.reflectionProbeArray.Count; AmbientOcclusion aoSettings = hdCamera.volumeStack.GetComponent(); + bool rtAOEnabled = aoSettings.rayTracing.value; ScreenSpaceReflection reflSettings = hdCamera.volumeStack.GetComponent(); + bool rtREnabled = reflSettings.enabled.value && reflSettings.rayTracing.value; GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent(); + bool rtGIEnabled = giSettings.enable.value && giSettings.rayTracing.value; RecursiveRendering recursiveSettings = hdCamera.volumeStack.GetComponent(); + bool rrEnabled = recursiveSettings.enable.value; + SubSurfaceScattering sssSettings = hdCamera.volumeStack.GetComponent(); + bool rtSSSEnabled = sssSettings.rayTracing.value; PathTracing pathTracingSettings = hdCamera.volumeStack.GetComponent(); + bool ptEnabled = pathTracingSettings.enable.value; + + // We need to check if we should be building the ray tracing acceleration structure (if required by any effect) + bool rayTracingRequired = rtAOEnabled || rtREnabled || rtGIEnabled || rrEnabled || rtSSSEnabled || ptEnabled || rayTracedShadow; + if (!rayTracingRequired) + return; // We need to process the emissive meshes of the rectangular area lights for (var i = 0; i < m_RayTracingLights.hdRectLightArray.Count; i++) @@ -430,11 +443,11 @@ internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera) // This objects should be included into the RAS AddInstanceToRAS(currentRenderer, rayTracedShadow, - aoSettings.rayTracing.value, aoSettings.layerMask.value, - reflSettings.rayTracing.value, reflSettings.layerMask.value, - giSettings.rayTracing.value, giSettings.layerMask.value, - recursiveSettings.enable.value, recursiveSettings.layerMask.value, - pathTracingSettings.enable.value, pathTracingSettings.layerMask.value); + rtAOEnabled, aoSettings.layerMask.value, + rtREnabled, reflSettings.layerMask.value, + rtGIEnabled, giSettings.layerMask.value, + rrEnabled, recursiveSettings.layerMask.value, + ptEnabled, pathTracingSettings.layerMask.value); } int matCount = m_MaterialCRCs.Count;