Skip to content

Fix SSR accumulation white flash #4648

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged
merged 3 commits into from
May 26, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -202,6 +202,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed HDRP's ShaderGraphVersion migration management which was broken.
- Fixed missing API documentation for LTC area light code.
- Fixed AxF debug output in certain configurations (case 1333780).
- Fixed white flash when camera is reset and SSR Accumulation mode is on.

### Changed
- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -94,6 +94,7 @@ public struct ViewConstants
public bool volumetricHistoryIsValid = false;

internal int volumetricValidFrames = 0;
internal int colorPyramidHistoryValidFrames = 0;

/// <summary>Width actually used for rendering after dynamic resolution and XR is applied.</summary>
public int actualWidth { get; private set; }
Expand Down Expand Up @@ -147,6 +148,7 @@ public void Reset()
volumetricHistoryIsValid = false;
volumetricValidFrames = 0;
colorPyramidHistoryIsValid = false;
colorPyramidHistoryValidFrames = 0;
dofHistoryIsValid = false;

// Reset the volumetric cloud offset animation data
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -403,6 +403,7 @@ class RenderSSRPassData
public bool usePBRAlgo;
public bool accumNeedClear;
public bool previousAccumNeedClear;
public bool validColorPyramid;

public int width, height, viewCount;

Expand Down Expand Up @@ -511,6 +512,7 @@ TextureHandle RenderSSR(RenderGraph renderGraph,
passData.accumNeedClear = usePBRAlgo;
passData.previousAccumNeedClear = usePBRAlgo && (hdCamera.currentSSRAlgorithm == ScreenSpaceReflectionAlgorithm.Approximation || hdCamera.isFirstFrame || hdCamera.resetPostProcessingHistory);
hdCamera.currentSSRAlgorithm = volumeSettings.usedAlgorithm.value; // Store for next frame comparison
passData.validColorPyramid = hdCamera.colorPyramidHistoryValidFrames > 1;

passData.depthBuffer = builder.ReadTexture(prepassOutput.depthBuffer);
passData.depthPyramid = builder.ReadTexture(prepassOutput.depthPyramidTexture);
Expand Down Expand Up @@ -603,22 +605,30 @@ TextureHandle RenderSSR(RenderGraph renderGraph,

if (data.usePBRAlgo)
{
using (new ProfilingScope(ctx.cmd, ProfilingSampler.Get(HDProfileId.SsrAccumulate)))
if (!data.validColorPyramid)
{
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._DepthTexture, data.depthBuffer);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._CameraDepthTexture, data.depthPyramid);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._NormalBufferTexture, data.normalBuffer);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._ColorPyramidTexture, data.colorPyramid);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrHitPointTexture, data.hitPointsTexture);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SSRAccumTexture, data.ssrAccum);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrLightingTextureRW, data.lightingTexture);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrAccumPrev, data.ssrAccumPrev);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrClearCoatMaskTexture, data.clearCoatMask);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._CameraMotionVectorsTexture, data.motionVectorsBuffer);

ConstantBuffer.Push(ctx.cmd, data.cb, cs, HDShaderIDs._ShaderVariablesScreenSpaceReflection);

ctx.cmd.DispatchCompute(cs, data.accumulateKernel, HDUtils.DivRoundUp(data.width, 8), HDUtils.DivRoundUp(data.height, 8), data.viewCount);
CoreUtils.SetRenderTarget(ctx.cmd, data.ssrAccum, ClearFlag.Color, Color.clear);
CoreUtils.SetRenderTarget(ctx.cmd, data.ssrAccumPrev, ClearFlag.Color, Color.clear);
}
else
{
using (new ProfilingScope(ctx.cmd, ProfilingSampler.Get(HDProfileId.SsrAccumulate)))
{
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._DepthTexture, data.depthBuffer);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._CameraDepthTexture, data.depthPyramid);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._NormalBufferTexture, data.normalBuffer);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._ColorPyramidTexture, data.colorPyramid);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrHitPointTexture, data.hitPointsTexture);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SSRAccumTexture, data.ssrAccum);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrLightingTextureRW, data.lightingTexture);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrAccumPrev, data.ssrAccumPrev);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._SsrClearCoatMaskTexture, data.clearCoatMask);
ctx.cmd.SetComputeTextureParam(cs, data.accumulateKernel, HDShaderIDs._CameraMotionVectorsTexture, data.motionVectorsBuffer);

ConstantBuffer.Push(ctx.cmd, data.cb, cs, HDShaderIDs._ShaderVariablesScreenSpaceReflection);

ctx.cmd.DispatchCompute(cs, data.accumulateKernel, HDUtils.DivRoundUp(data.width, 8), HDUtils.DivRoundUp(data.height, 8), data.viewCount);
}
}
}
});
Expand All @@ -639,8 +649,13 @@ TextureHandle RenderSSR(RenderGraph renderGraph,
if (!hdCamera.colorPyramidHistoryIsValid)
{
hdCamera.colorPyramidHistoryIsValid = true; // For the next frame...
hdCamera.colorPyramidHistoryValidFrames = 0;
result = renderGraph.defaultResources.blackTextureXR;
}
else
{
hdCamera.colorPyramidHistoryValidFrames++;
}
}

PushFullScreenDebugTexture(renderGraph, result, transparent ? FullScreenDebugMode.TransparentScreenSpaceReflections : FullScreenDebugMode.ScreenSpaceReflections);
Expand Down