HTrace doesn’t require any kind of baking or asset pre-processing and is designed to work out of the box with little to no tweaking.
MAIN FEATURES:
- Full Integration into the Rendering Pipeline: automatic resource injection that doesn’t require manual setup or package customization. HTrace overrides native indirect lighting resources, ensuring compatibility with other rendering effects.
- Dynamic Lighting and Objects: HTrace supports fully dynamic environments where objects, materials, and lighting can be changed in real time. All moving objects, including skinned meshes, participate fully in global illumination, casting and receiving indirect lighting and shadows.
- Hybrid Software Ray Tracing: a two-stage tracing algorithm that leverages both screen-space and world-space data to deliver per-pixel lighting response and accurate indirect shadows. No special hardware is required.
- Advanced Denoising: HTrace uses cutting-edge denoising and sampling techniques, like ReSTIR GI, with temporal and spatial passes to reduce noise even in complex lighting scenarios. Special care is taken to preserve high-frequency details such as contact shadows and normals.
- Real-Time Scene Voxelization: a flexible, GPU-driven voxelization system for building a world-space tracing acceleration structure on the fly. Comes with an advanced time-sliced voxelization, adaptive culling & mesh LOD control.
- Irradiance Cache: provides infinite light bounces in world-space by automatically caching lighting data in a spatial hash structure.
- Emissive Lights: all emissive surfaces can act as real light sources, casting indirect shadows and contributing fully to global illumination. There’s no upper limit on the number of emissive lights.
- Sky Lighting & Occlusion: the sky itself functions as a dynamic light source, producing realistic lighting and physically accurate occlusion.
- APV Support: Unity's Adaptive Probe Volumes are automatically utilized as a ray-miss fallback, ensuring a smooth transition between HTrace lighting and APV data. Additionally, APV can be used to accelerate multi-bounce light calculations.
- GPU Instancing: HTrace supports instancing through RenderX functions as well as native instancing for Terrain Trees, and Terrain Details, enabling fast voxelization of dense environments and rich vegetation. Examples and documentation for custom instancing shaders are provided.
- VR Support: Single Pass VR is supported (experimental).
- Open Code: feel free to modify it. If you have any questions on how any part of it works you can always reach out to us on Discord.
HTrace不需要任何烘焙或资产预处理,并且设计为开箱即用,几乎不需要调整。
主要特点:
-完全集成到渲染管道中:不需要手动设置或包自定义的自动资源注入。HTrace会覆盖本机间接照明资源,确保与其他渲染效果的兼容性。
-动态照明和对象:HTrace支持完全动态的环境,可以实时更改对象、材质和照明。所有移动对象,包括蒙皮网格,都完全参与全局照明、投射和接收间接照明和阴影。
-混合软件光线追踪:一种两阶段追踪算法,利用屏幕空间和世界空间数据来提供每像素的照明响应和精确的间接阴影。不需要特殊的硬件。
-高级去噪:HTrace使用尖端的去噪和采样技术,如ReSTIR GI,通过时间和空间传递来降低噪声,即使在复杂的照明场景中也是如此。特别注意保留高频细节,如接触阴影和法线。
-实时场景体素化:一个灵活的、GPU驱动的体素化系统,用于动态构建世界空间跟踪加速结构。配备先进的时间切片体素化、自适应剔除和网格LOD控制。
-辐照度缓存:通过在空间哈希结构中自动缓存照明数据,在世界空间中提供无限的光反弹。
-发射光:所有发射表面都可以作为真实光源,投射间接阴影,并完全有助于全局照明。发射灯的数量没有上限。
-天空照明和遮挡:天空本身就是一个动态光源,产生逼真的照明和物理上精确的遮挡。
-APV支持:Unity的自适应探测体积会自动用作光线未命中回退,确保HTrace照明和APV数据之间的平滑过渡。此外,APV可用于加速多反弹光计算。
-GPU实例化:HTrace支持通过RenderX函数实例化,以及地形树和地形细节的原生实例化,实现了密集环境和丰富植被的快速体素化。提供了自定义实例化着色器的示例和文档。
-VR支持:支持单通道VR(实验)。
-开放代码:欢迎修改。如果您对其任何部分的工作原理有任何疑问,可以随时通过Discord与我们联系。
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