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			331 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
---
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title: UE5RayTracing渲染管线笔记——(1)
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date: 2022-08-09 13:55:15
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tags: RayTracing
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rating: ⭐️⭐️ 
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---
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## 任务
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- [ ] 查看这个如何针对各个View构建场景
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## 渲染事件
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RayTracingScene位于LumenSceneUpdate之后。
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## 收集场景信息
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### 场景信息
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在FScene中定了这2个变量来存储RayTracing专用的场景信息:
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```c#
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FRayTracingScene RayTracingScene;
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TArray<FLightSceneInfo*, TInlineAllocator<4>> RayTracedLights;
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```
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FRayTracingScene还存储着FRayTracingGeometryInstance数组、TArray<const FRayTracingGeometry*> GeometriesToBuild、RayTracingSceneBuffer、RayTracingSceneSRV。
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### 收集过程
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主要的逻辑位于GatherRayTracingWorldInstancesForView()中,通过RayTracingCollector来收集场景中的图元。在FSceneRenderer定义了MeshCollector与RayTracingCollector,其中MeshCollector的GatherDynamicMeshElements()在计算可见性阶段被调用()。
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```c#
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// Gather mesh instances, shaders, resources, parameters, etc. and build ray tracing acceleration structure
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FRayTracingScene& RayTracingScene = Scene->RayTracingScene;
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RayTracingScene.Reset(); // Resets the internal arrays, but does not release any resources.
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const int32 ReferenceViewIndex = 0;
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FViewInfo& ReferenceView = Views[ReferenceViewIndex];
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// Prepare the scene for rendering this frame.
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GatherRayTracingWorldInstancesForView(GraphBuilder, ReferenceView, RayTracingScene);
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```
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- GatherRayTracingWorldInstancesForView()
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  - FGPUScenePrimitiveCollector DummyDynamicPrimitiveCollector;
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  - 给RayTracingCollector的内部变量赋值:RayTracingCollector.AddViewMeshArrays(&View,&View.RayTracedDynamicMeshElements,&View.SimpleElementCollector,&DummyDynamicPrimitiveCollector,ViewFamily.GetFeatureLevel(),&DynamicIndexBufferForInitViews,&DynamicVertexBufferForInitViews,&DynamicReadBufferForInitViews);
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  - 创建Mesh资源收集器:`View.RayTracingMeshResourceCollector = MakeUnique<FRayTracingMeshResourceCollector>(...);`
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  - 初始化Rtx裁剪变量:View.RayTracingCullingParameters.Init(View);
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  - 创建FRayTracingMaterialGatheringContext MaterialGatheringContext{Scene,&View,ViewFamily,GraphBuilder,*View.RayTracingMeshResourceCollector};
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  - 声明FRelevantPrimitive结构体,实现InstancingKey()用于返回图元类型掩码。并定义FRelevantPrimitive数组,长度为场景图元总数。
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  - 遍历所有图元,
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### 加速结构构建
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>RayTracingGem中有提到了加速结构的Rebuild与Refit概念。
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该步骤会在BasePass()之前调用。DispatchRayTracingWorldUpdates()的注释说:
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>异步构建可能会与BasePass重合。 Async AS builds can potentially overlap with BasePass
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GeometriesToBuild在GatherRayTracingWorldInstancesForView()被填充,之后在DispatchRayTracingWorldUpdates()中通过**GRayTracingGeometryManager.ForceBuildIfPending(GraphBuilder.RHICmdList, RayTracingScene.GeometriesToBuild);**更新。
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- FRayTracingGeometryManager GRayTracingGeometryManager:全局的场景管理类。
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  - ForceBuildIfPending():添加需要强制构建的多边形。
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  - ProcessBuildRequests():在排序请求后,调用**InCmdList.BuildAccelerationStructures(BuildParams);**构建加速结构。Render() 2634 =>DispatchRayTracingWorldUpdates()=>ProcessBuildRequests()=>InCmdList.BuildAccelerationStructures(BuildParams);
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加速结构存在一个UAV上,以FRayTracingGeometryBuildParams为单位。里面存储了`FRayTracingGeometryRHIRef Geometry、BuildMode、以及TArrayView<const FRayTracingGeometrySegment> Segments;`
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### FRayTracingScene
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使用这个类来管理Rtx场景。
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## RayTracingCommon.h
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UE使用宏来简化RayTracingShader的编写。 比如RayTracingShader入口函数:
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```c++
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#ifndef RAY_TRACING_ENTRY_RAYGEN
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#define RAY_TRACING_ENTRY_RAYGEN(name)\
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[shader("raygeneration")] void name()
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#endif // RAY_TRACING_ENTRY_RAYGEN
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#ifndef RAY_TRACING_ENTRY_INTERSECTION
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#define RAY_TRACING_ENTRY_INTERSECTION(name)\
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[shader("intersection")] void name()
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#endif //RAY_TRACING_ENTRY_INTERSECTION
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#ifndef RAY_TRACING_ENTRY_CLOSEST_HIT
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#define RAY_TRACING_ENTRY_CLOSEST_HIT(name, payload_type, payload_name, attributes_type, attributes_name)\
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[shader("closesthit")] void name(inout payload_type payload_name, in attributes_type attributes_name)
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#endif //RAY_TRACING_ENTRY_CLOSEST_HIT
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#ifndef RAY_TRACING_ENTRY_ANY_HIT
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#define RAY_TRACING_ENTRY_ANY_HIT(name, payload_type, payload_name, attributes_type, attributes_name)\
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[shader("anyhit")] void name(inout payload_type payload_name, in attributes_type attributes_name)
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#endif // RAY_TRACING_ENTRY_ANY_HIT
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#ifndef RAY_TRACING_ENTRY_MISS
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#define RAY_TRACING_ENTRY_MISS(name, payload_type, payload_name)\
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[shader("miss")] void name(inout payload_type payload_name)
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#endif //RAY_TRACING_ENTRY_MISS
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```
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所以Name需要与**IMPLEMENT_GLOBAL_SHADER**中定义的Shader入口函数名相同。
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RayTracing函数:
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- FMinimalPayload Payload=TraceVisibilityRay()
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- FMaterialClosestHitPayload Payload = TraceMaterialRay()
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以及其他工具函数:
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- DispatchRaysIndex()
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- GetPixelCoord()
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## RenderRayTracingReflections
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- SortedDeferred
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FRayTracingDeferredReflectionsRGS
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## RenderDiffuseIndirectAndAmbientOcclusion
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RenderRayTracingAmbientOcclusion()
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- 遍历每个View
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  - 计算使用对应方式计算GI。将结果传递给FDiffuseIndirectInputs对象。
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  - 通过AmbientOcclusionRGS()RayTracing降噪得到AmbientOcclusionMask并传递给FDiffuseIndirectInputs.AmbientOcclusionMask。
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  - 如果有头发会多渲染头发的AO。
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  - 调用FDiffuseIndirectCompositePS将之前的渲染结果与GI、AO效果合成在一起。
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FDiffuseIndirectCompositePS()
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###  AmbientOcclusionRGS
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RayTracingAmbientOcclusionRGS.usf
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- 计算UV、当前像素的FGBufferData以及WorldPosition与CameraDirection
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- 对于非SHADINGMODELID_TWOSIDED_FOLIAGE并且开启CONFIG_SHOOT_WITH_GEOMETRIC_NORMAL,则重新计算法线:
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  - 通过HalfFOV * WorldDepth * ViewInvSize.z,计算像素半径
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  - 计算通过DDX与DDY计算几何法线。
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  - 计算3个球形高斯分布(没看懂)。
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  - 初始化RayTracing相关变量开始RayTracing。如果不开启追踪,将**Visibility = 1.0;RayCount = SamplesPerPixel;SamplesPerPixelLocal = 0.0;**
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    - 使用RandomSequence生成随机样本。之后调用GenerateCosineNormalRay(),生成Ray。
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      1. 调用RandomSequence_GenerateSample2D()取得2维随机样本。默认使用Sobol低差异序列,其他还有Halton与Hash随机(https://github.com/skeeto/hash-prospector)
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      2. 进行余弦-半球采样并转换局部坐标为世界空间。
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      3. 完成Ray的初始化。
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	- 调用ApplyCameraRelativeDepthBias(),对Ray的起点进行摄像机->像素坐标方向的偏移一个ε,以解决浮点数不精确的问题。
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	- 计算光线采样权重, **max(dot(WorldNormal, Ray.Direction), 0.05) / max(RayPDF, 0.05);**
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	- 调用TraceVisibilityRay()进行RayTracing。
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	- 累加采样结果。Tracing范围内没有遮挡物Visibility就是1,否则就是1-IntensityLocal。该值为后处理空间里设定的AO亮度值RayTracingAOIntensity。如果Ray Hit还会设置新的ClosestRayHitDistance值。
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	- 输出结果。 OcclusionMask=ShadingDotGeometric * (Visibility / RayCount);HitDistance=ClosestRayHitDistance;(这两个UAV都是屏幕空间降噪器的贴图变量,Shader处理完之后会进行降噪处理)
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- 否则直接使用世界法线,ShadingDotGeometric=1.0
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## RenderRayTracingSkyLight
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- 初始化FPathTracingSkylight SkylightParameters与FSkyLightData SkyLightData,如果天光功能未开启则返回黑色OutSkyLightTexture与OutHitDistanceTexture。
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- 使用CVarRayTracingSkyLightScreenPercentage计算ResolutionFraction。
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- 创建RDG Texture资源RayTracingSkylight与RayTracingSkyLightHitDistance。
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- 调用GenerateSkyLightVisibilityRays()生成Ray样本集(256*256),格式为`RWStructuredBuffer<SkyLightVisibilityRays>`,`SkyLightVisibilityRays为方向与PDF值,float4 DirectionAndPdf;`。
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  - FGenerateSkyLightVisibilityRaysCS的流程
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    1. 计算坐标UAV坐标与SkyLightSamplingStrategyPdf(会使用SkylightPdf)。
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       - 大概率是在PrepareSkyTexture()中进行了资源绑定SkylightParameters->SkylightPdf = GraphBuilder.RegisterExternalTexture(Scene->PathTracingSkylightPdf, TEXT("PathTracer.SkylightPdf")); 
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    2. 计算每个像素数据。
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      1. 生成随机序列,使用Hilbert curve算法: https://github.com/hcs0/Hackers-Delight/blob/master/hilbert/hil_s_from_xy.c.txt
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      2. 使用Sobol算子采样来得到样本。
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      3. 使用样本来计算天光采样结果,这一步会根据上下半球进行区分。
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         - ```FSkyLightSample {float3 Direction;float3 Radiance;float Pdf;};```
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      4. 计算最终的半球混合PDF:float MisWeightOverPdf = 1.0 / lerp(UniformPdf, SkyLightPdf, SkyLightSamplingStrategyPdf);
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      5. 计算Ray的Index,并将结果写入。
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  - 创建用于输出结果的UAV对象OutSkyLightTexture、OutHitDistanceTexture,并且取得SceneTextures。
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  - 遍历所有View计算天光结果。
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    - 填充FRayTracingSkyLightRGS::FParameters。如果视口内有头发,将会额外绑定HairStrandsVoxelUniformParameters。
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    - 设置FRayTracingSkyLightRGS变体。
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    - 计算FIntPoint RayTracingResolution = View.ViewRect.Size() / UpscaleFactor;
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    - RayTraceDispatch()。
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    - Denoising
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    - 如果SceneViewState有效,返回SkyLightVisibilityRaysDimensions。
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- 合成SkyLight
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### FRayTracingSkyLightRGS
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FRayTracingSkyLightRGS是一个GlobalShader,但因为是一个RayTracing Shader,所以宏的类型为:
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```c++
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IMPLEMENT_GLOBAL_SHADER(FRayTracingSkyLightRGS, "/Engine/Private/Raytracing/RaytracingSkylightRGS.usf", "SkyLightRGS", SF_RayGen);
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```
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TLAS数据位于通过Scene->RayTracingScene->RayTracingSceneSRV。
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```c++
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PassParameters->TLAS = View.GetRayTracingSceneViewChecked();
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FRHIShaderResourceView* FViewInfo::GetRayTracingSceneViewChecked() const
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{
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	FRHIShaderResourceView* Result = nullptr;
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	check(Family);
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	if (Family->Scene)
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	{
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		if (FScene* Scene = Family->Scene->GetRenderScene())
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		{
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			Result = Scene->RayTracingScene.GetShaderResourceViewChecked();
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		}
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	}
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	checkf(Result, TEXT("Ray tracing scene SRV is expected to be created at this point."));
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	return Result;
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}
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FRHIShaderResourceView* FRayTracingScene::GetShaderResourceViewChecked() const
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{
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	checkf(RayTracingSceneSRV.IsValid(), TEXT("Ray tracing scene SRV was not created. Perhaps BeginCreate() was not called."));
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	return RayTracingSceneSRV.GetReference();
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}
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```
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#### AddPass
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RayGem的AddPass()标记为ERDGPassFlags::Compute。RHICmdList.RayTraceDispatch()需要RayGem管线状态、Shader、RayTracingSceneRHI、RayTracing资源与分辨率。
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FRayTracingPipelineStateInitializer管线状态需要:
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- MaxPayloadSizeInBytes
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- RayGenShaderTable
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- HitGroupTable
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- bAllowHitGroupIndexing
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```c++
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FIntPoint RayTracingResolution = View.ViewRect.Size() / UpscaleFactor;
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GraphBuilder.AddPass(
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	RDG_EVENT_NAME("SkyLightRayTracing %dx%d", RayTracingResolution.X, RayTracingResolution.Y),
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	PassParameters,
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	ERDGPassFlags::Compute,
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	[PassParameters, this, &View, RayGenerationShader, RayTracingResolution](FRHIRayTracingCommandList& RHICmdList)
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{
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	//资源绑定,将Texture、UniformStruct绑定的工具函数
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	FRayTracingShaderBindingsWriter GlobalResources;
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	SetShaderParameters(GlobalResources, RayGenerationShader, *PassParameters);
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	//取得RayTracing管线状态
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	FRayTracingPipelineState* Pipeline = View.RayTracingMaterialPipeline;
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	//如果没开启RayTracing天光材质,则重新创建一个RayTracing管线状态。看得出主要需求RayGemShader与HitGroupTable
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	if (CVarRayTracingSkyLightEnableMaterials.GetValueOnRenderThread() == 0)
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	{
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		// Declare default pipeline
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		FRayTracingPipelineStateInitializer Initializer;
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		Initializer.MaxPayloadSizeInBytes = RAY_TRACING_MAX_ALLOWED_PAYLOAD_SIZE; // sizeof(FPackedMaterialClosestHitPayload)
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		FRHIRayTracingShader* RayGenShaderTable[] = { RayGenerationShader.GetRayTracingShader() };
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		Initializer.SetRayGenShaderTable(RayGenShaderTable);
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		FRHIRayTracingShader* HitGroupTable[] = { View.ShaderMap->GetShader<FOpaqueShadowHitGroup>().GetRayTracingShader() };
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		Initializer.SetHitGroupTable(HitGroupTable);
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		Initializer.bAllowHitGroupIndexing = false; // Use the same hit shader for all geometry in the scene by disabling SBT indexing.
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		Pipeline = PipelineStateCache::GetAndOrCreateRayTracingPipelineState(RHICmdList, Initializer);
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	}
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	FRHIRayTracingScene* RayTracingSceneRHI = View.GetRayTracingSceneChecked();
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	RHICmdList.RayTraceDispatch(Pipeline, RayGenerationShader.GetRayTracingShader(), RayTracingSceneRHI, GlobalResources, RayTracingResolution.X, RayTracingResolution.Y);
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});
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```
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#### Shader
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- 计算DispatchThreadId以及对应的屏幕UV。并且取得对应的FGBufferData。
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- 计算出WorldPosition以及CameraDirection。
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- 判断是否需要追踪光线: 是否是有限深度 && 当前像素的ShaderModel不是Unlit。如果需要追踪采样数为传入Shader的 SkyLight.SamplesPerPixel,否则为0。
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- 调用SkyLightEvaluate(),进行光追计算。
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  - 初始化相关函数。
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  - 计算天光采样PDF。
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  - 采样循环
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    - 根据bDecoupleSampleGeneration(),选择执行使用SkyLightVisibilityRays的样本 或者使用随机序列生成样本。
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    - 如果当前像素的ShadingModel是Hair,需要重新计算CurrentWorldNormal。
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    - 偏移当前光线的深度,并计算NoL。
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    - 设置RayFlags,并且调用TraceVisibilityRay()进行光线追踪。返回FMinimalPayload(存光线命中距离信息)
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    - 如果命中,累加RayDistance与HitCount。如没命中,累加BentNormal,并且计算FDirectLighting(光照计算,Hair会用另一套计算方式),最后累加ExitantRadiance、DiffuseThroughput、DiffuseExitantRadiance。
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    - ExitantRadiance、DiffuseThroughput、DiffuseExitantRadiance除以样本数目(HitDistance = RayDistance / HitCount)。
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    - 如果当前像素的ShadingModel是Hair,增加头发多重散射贡献值。
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- 合成估算结果。DiffuseExitantRadiance.r = Albedo.r > 0.0 ? DiffuseExitantRadiance.r / Albedo.r : DiffuseExitantRadiance.r;
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- 乘以曝光值。
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- 返回RWSkyOcclusionMaskUAV[DispatchThreadId]=float4(ClampToHalfFloatRange(DiffuseExitantRadiance.rgb), AmbientOcclusion);RWSkyOcclusionRayDistanceUAV[DispatchThreadId] = float2(HitDistance, SamplesPerPixel);
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#### 降噪(Denoising)
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- 调用IScreenSpaceDenoiser接口取得默认降噪器
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- 设置IScreenSpaceDenoiser::FDiffuseIndirectInputs的Color与RayHitDistance(OutSkyLightTexture、OutHitDistanceTexture)
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- 设置IScreenSpaceDenoiser::FAmbientOcclusionRayTracingConfig的ResolutionFraction与RayCountPerPixel(ResolutionFraction、GetSkyLightSamplesPerPixel(SkyLight))
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- 调用DenoiseSkyLight()输出降噪后的结果覆盖OutSkyLightTexture。
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```c++
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if (GRayTracingSkyLightDenoiser != 0)
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{
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	//取得默认降噪器
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	const IScreenSpaceDenoiser* DefaultDenoiser = IScreenSpaceDenoiser::GetDefaultDenoiser();
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	const IScreenSpaceDenoiser* DenoiserToUse = DefaultDenoiser;// GRayTracingGlobalIlluminationDenoiser == 1 ? DefaultDenoiser : GScreenSpaceDenoiser;
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	//降噪器变量结构体需要使用之前的渲染结果以及Hit距离结果
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	IScreenSpaceDenoiser::FDiffuseIndirectInputs DenoiserInputs;
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	DenoiserInputs.Color = OutSkyLightTexture;
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	DenoiserInputs.RayHitDistance = OutHitDistanceTexture;
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	{
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		//初始化RayTracingConfig
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		IScreenSpaceDenoiser::FAmbientOcclusionRayTracingConfig RayTracingConfig;
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		RayTracingConfig.ResolutionFraction = ResolutionFraction;
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		RayTracingConfig.RayCountPerPixel = GetSkyLightSamplesPerPixel(SkyLight);
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		RDG_EVENT_SCOPE(GraphBuilder, "%s%s(SkyLight) %dx%d",
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			DenoiserToUse != DefaultDenoiser ? TEXT("ThirdParty ") : TEXT(""),
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			DenoiserToUse->GetDebugName(),
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			View.ViewRect.Width(), View.ViewRect.Height());
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		//降噪
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		IScreenSpaceDenoiser::FDiffuseIndirectOutputs DenoiserOutputs = DenoiserToUse->DenoiseSkyLight(
 | 
						||
			GraphBuilder,
 | 
						||
			View,
 | 
						||
			&View.PrevViewInfo,
 | 
						||
			SceneTextures,
 | 
						||
			DenoiserInputs,
 | 
						||
			RayTracingConfig);
 | 
						||
 | 
						||
		//输出结果
 | 
						||
		OutSkyLightTexture = DenoiserOutputs.Color;
 | 
						||
	}
 | 
						||
}
 | 
						||
```
 | 
						||
 | 
						||
## RenderRayTracingDebug
 | 
						||
位于渲染Fog与Translucency、VirtualTextureFeedbackEnd()之后
 | 
						||
```c++
 | 
						||
#if RHI_RAYTRACING
 | 
						||
	if (IsRayTracingEnabled())
 | 
						||
	{
 | 
						||
		// Path tracer requires the full ray tracing pipeline support, as well as specialized extra shaders.
 | 
						||
		// Most of the ray tracing debug visualizations also require the full pipeline, but some support inline mode.
 | 
						||
		
 | 
						||
		if (ViewFamily.EngineShowFlags.PathTracing 
 | 
						||
			&& FDataDrivenShaderPlatformInfo::GetSupportsPathTracing(Scene->GetShaderPlatform()))
 | 
						||
		{
 | 
						||
			for (const FViewInfo& View : Views)
 | 
						||
			{
 | 
						||
				RenderPathTracing(GraphBuilder, View, SceneTextures.UniformBuffer, SceneTextures.Color.Target);
 | 
						||
			}
 | 
						||
		}
 | 
						||
		else if (ViewFamily.EngineShowFlags.RayTracingDebug)
 | 
						||
		{
 | 
						||
			for (const FViewInfo& View : Views)
 | 
						||
			{
 | 
						||
				RenderRayTracingDebug(GraphBuilder, View, SceneTextures.Color.Target);
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
#endif
 | 
						||
```
 | 
						||
 | 
						||
DebugVisualizationMode具有3中模式:
 | 
						||
- TRAVERSAL:使用ComputeShader
 | 
						||
- RAY_TRACING_DEBUG_VIZ_PRIMARY_RAYS:使用SF_RayGen,FRayTracingPrimaryRaysRGS
 | 
						||
- DebugVisualizationMode == RAY_TRACING_DEBUG_VIZ_INSTANCES || DebugVisualizationMode == RAY_TRACING_DEBUG_VIZ_TRIANGLES;使用SF_RayGen,FRayTracingDebugRGS  |