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misc todo & ideas

Open i-saint opened this issue 5 years ago • 2 comments

  • [x] add an option to select objects for shadow caster/receiver independently
  • [x] hit mask layer
  • [x] object space skinning
    • see "Animation" in http://intro-to-dxr.cwyman.org/presentations/IntroDXR_RaytracingAPI.pdf
  • [x] handle drag & dropped scenes from Hierarchy
  • [x] export to image functionality
  • [x] debug functionality: timestamp
  • [x] debug functionality: 'always update acceleration structures' mode
  • [x] multiple command lists for deform & building BLAS (for potential parallelization)
    • the performance gain was negligible or even negative. probably it will be better if do it with optimal task granularity in a complex scene. we need to test with real-world assets.
    • https://developer.nvidia.com/dx12-dos-and-donts
  • [x] use global root signature instead of local root signature
  • [x] flip caster mesh faces option
  • [x] ID3D12Device::SetStablePowerState()
  • [x] handle dynamic Meshes
    • Alembic meshes, etc
  • [x] faster BLAS update for baked meshes
    • for Cloth
  • [x] use Lights' culling mask
  • [x] use Cameras' culling mask
  • [x] use MeshRenderer's shadow mode
  • [x] use Lights' shadow settings
  • [x] set light index to light alpha
  • [x] bit mask output option
  • [x] use CommandBuffers for precise draw order
    • actually not needed
  • [x] (unity) global shader parameter to detect RTHS is used
  • [ ] normalize light intensity
  • [ ] debug view for adaptive sampling
  • [ ] optimal shadow ray offset
    • see "A Fast and Robust Method for Avoiding Self-Intersection" in http://www.realtimerendering.com/raytracinggems/unofficial_RayTracingGems_v1.5.pdf

i-saint avatar Jun 23 '19 01:06 i-saint

it would be great if you could pass unity's buffers like: "normal, albedo,..." in the shader "rthsShadowDXR.hlsl"

PeppeDK avatar Sep 05 '19 16:09 PeppeDK

https://github.com/unity3d-jp/RaytracedHardShadow/issues/34

i-saint avatar Sep 06 '19 03:09 i-saint