// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessceSetupce.cpp: Screenspace subsurface scattering implementation. Indirect dispatch implementation high level description 1. Initialize counters 2. Setup pass: record the tiles that need to draw Burley and Separable in two different buffer. 3. Indirect dispatch Burley. 4. Indirect dispatch Separable. 5. Recombine. =============================================================================*/ #include "PostProcess/PostProcessSubsurface.h" #include "PostProcess/SceneRenderTargets.h" #include "Engine/SubsurfaceProfile.h" #include "CanvasTypes.h" #include "RenderTargetTemp.h" #include "ScenePrivate.h" #include "GenerateMips.h" #include "ClearQuad.h" #include "Strata/Strata.h" #include "TemporalAA.h" namespace { // Subsurface common parameters TAutoConsoleVariable CVarSubsurfaceScattering( TEXT("r.SubsurfaceScattering"), 1, TEXT(" 0: disabled\n") TEXT(" 1: enabled (default)"), ECVF_RenderThreadSafe | ECVF_Scalability); TAutoConsoleVariable CVarSSSScale( TEXT("r.SSS.Scale"), 1.0f, TEXT("Affects the Screen space Separable subsurface scattering pass ") TEXT("(use shadingmodel SubsurfaceProfile, get near to the object as the default)\n") TEXT("is human skin which only scatters about 1.2cm)\n") TEXT(" 0: off (if there is no object on the screen using this pass it should automatically disable the post process pass)\n") TEXT("<1: scale scatter radius down (for testing)\n") TEXT(" 1: use given radius form the Subsurface scattering asset (default)\n") TEXT(">1: scale scatter radius up (for testing)"), ECVF_Scalability | ECVF_RenderThreadSafe); TAutoConsoleVariable CVarSSSHalfRes( TEXT("r.SSS.HalfRes"), 1, TEXT(" 0: full quality (Combined Burley and Separable pass. Separable is not optimized, as reference)\n") TEXT(" 1: parts of the algorithm runs in half resolution which is lower quality but faster (default, Separable only)"), ECVF_RenderThreadSafe | ECVF_Scalability); TAutoConsoleVariable CVarSSSQuality( TEXT("r.SSS.Quality"), 0, TEXT("Defines the quality of the recombine pass when using the SubsurfaceScatteringProfile shading model\n") TEXT(" 0: low (faster, default)\n") TEXT(" 1: high (sharper details but slower)\n") TEXT("-1: auto, 1 if TemporalAA is disabled (without TemporalAA the quality is more noticable)"), ECVF_RenderThreadSafe | ECVF_Scalability); TAutoConsoleVariable CVarSSSFilter( TEXT("r.SSS.Filter"), 1, TEXT("Defines the filter method for Screenspace Subsurface Scattering feature.\n") TEXT(" 0: point filter (useful for testing, could be cleaner)\n") TEXT(" 1: bilinear filter"), ECVF_RenderThreadSafe | ECVF_Scalability); TAutoConsoleVariable CVarSSSSampleSet( TEXT("r.SSS.SampleSet"), 2, TEXT("Defines how many samples we use for Separable Screenspace Subsurface Scattering feature.\n") TEXT(" 0: lowest quality (6*2+1)\n") TEXT(" 1: medium quality (9*2+1)\n") TEXT(" 2: high quality (13*2+1) (default)"), ECVF_RenderThreadSafe | ECVF_Scalability); TAutoConsoleVariable CVarSSSBurleyUpdateParameter( TEXT("r.SSS.Burley.AlwaysUpdateParametersFromSeparable"), 0, TEXT("0: Will not update parameters when the program loads. (default)") TEXT("1: Always update from the separable when the program loads. (Correct only when Subsurface color is 1)."), ECVF_RenderThreadSafe | ECVF_Scalability ); TAutoConsoleVariable CVarSSSCheckerboard( TEXT("r.SSS.Checkerboard"), 2, TEXT("Enables or disables checkerboard rendering for subsurface profile rendering.\n") TEXT("This is necessary if SceneColor does not include a floating point alpha channel (e.g 32-bit formats)\n") TEXT(" 0: Disabled (high quality) \n") TEXT(" 1: Enabled (low quality). Surface lighting will be at reduced resolution.\n") TEXT(" 2: Automatic. Non-checkerboard lighting will be applied if we have a suitable rendertarget format\n"), ECVF_RenderThreadSafe); TAutoConsoleVariable CVarSSSBurleyQuality( TEXT("r.SSS.Burley.Quality"), 1, TEXT("0: Fallback mode. Burley falls back to run scattering in Separable with transmission in Burley for better performance. Separable parameters are automatically fitted.") TEXT("1: Automatic. The subsurface will only switch to separable in half resolution. (default)"), ECVF_RenderThreadSafe | ECVF_Scalability ); TAutoConsoleVariable CVarSSSBurleyNumSamplesOverride( TEXT("r.SSS.Burley.NumSamplesOverride"), 0, TEXT("When zero, Burley SSS adaptively determines the number of samples. When non-zero, this value overrides the sample count.\n"), ECVF_RenderThreadSafe); TAutoConsoleVariable CVarSSSBurleyEnableProfileIdCache( TEXT("r.SSS.Burley.EnableProfileIdCache"), 0, TEXT("0: Disable profile id cache using in the sampling pass.\n") TEXT("1: Consumes 1 byte per pixel more memory to make Burley pass much faster. (default)\n"), ECVF_RenderThreadSafe); TAutoConsoleVariable CVarSSSBurleyBilateralFilterKernelFunctionType( TEXT("r.SSS.Burley.BilateralFilterKernelFunctionType"), 1, TEXT("0: Depth Only. It is more performant (x2 faster for close view).") TEXT("1: Depth and normal. It leads to better quality in regions like eyelids. (default)"), ECVF_RenderThreadSafe); } // Define to use a custom ps to clear UAV. #define USE_CUSTOM_CLEAR_UAV // Define the size of subsurface group. @TODO: Set to 16 to use LDS. const uint32 kSubsurfaceGroupSize = 8; ENGINE_API IPooledRenderTarget* GetSubsufaceProfileTexture_RT(FRHICommandListImmediate& RHICmdList); enum class ESubsurfaceMode : uint32 { // Performs a full resolution scattering filter. FullRes, // Performs a half resolution scattering filter. HalfRes, // Reconstructs lighting, but does not perform scattering. Bypass, MAX }; const TCHAR* GetEventName(ESubsurfaceMode SubsurfaceMode) { static const TCHAR* const kEventNames[] = { TEXT("FullRes"), TEXT("HalfRes"), TEXT("Bypass"), }; static_assert(UE_ARRAY_COUNT(kEventNames) == int32(ESubsurfaceMode::MAX), "Fix me"); return kEventNames[int32(SubsurfaceMode)]; } // Returns the [0, N] clamped value of the 'r.SSS.Scale' CVar. float GetSubsurfaceRadiusScale() { static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.SSS.Scale")); check(CVar); return FMath::Max(0.0f, CVar->GetValueOnRenderThread()); } int32 GetSSSFilter() { return CVarSSSFilter.GetValueOnRenderThread(); } int32 GetSSSSampleSet() { return CVarSSSSampleSet.GetValueOnRenderThread(); } int32 GetSSSQuality() { return CVarSSSQuality.GetValueOnRenderThread(); } int32 GetSSSBurleyBilateralFilterKernelFunctionType() { return CVarSSSBurleyBilateralFilterKernelFunctionType.GetValueOnRenderThread(); } // Returns the SS profile texture with a black fallback texture if none exists yet. // Actually we do not need this for the burley normalized SSS. FRHITexture* GetSubsurfaceProfileTexture(FRHICommandListImmediate& RHICmdList) { if (const IPooledRenderTarget* ProfileTextureTarget = GetSubsufaceProfileTexture_RT(RHICmdList)) { return ProfileTextureTarget->GetShaderResourceRHI(); } return GBlackTexture->TextureRHI; } // Returns the current subsurface mode required by the current view. ESubsurfaceMode GetSubsurfaceModeForView(const FViewInfo& View) { const float Radius = GetSubsurfaceRadiusScale(); const bool bShowSubsurfaceScattering = Radius > 0 && View.Family->EngineShowFlags.SubsurfaceScattering; if (bShowSubsurfaceScattering) { const bool bHalfRes = CVarSSSHalfRes.GetValueOnRenderThread() != 0; if (bHalfRes) { return ESubsurfaceMode::HalfRes; } else { return ESubsurfaceMode::FullRes; } } else { return ESubsurfaceMode::Bypass; } } // A shader parameter struct for a single subsurface input texture. BEGIN_SHADER_PARAMETER_STRUCT(FSubsurfaceInput, ) SHADER_PARAMETER_STRUCT_INCLUDE(FScreenPassTextureViewportParameters, Viewport) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, Texture) END_SHADER_PARAMETER_STRUCT() BEGIN_SHADER_PARAMETER_STRUCT(FSubsurfaceSRVInput, ) SHADER_PARAMETER_STRUCT_INCLUDE(FScreenPassTextureViewportParameters, Viewport) SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, Texture) END_SHADER_PARAMETER_STRUCT(); // Set of common shader parameters shared by all subsurface shaders. BEGIN_SHADER_PARAMETER_STRUCT(FSubsurfaceParameters, ) SHADER_PARAMETER(FVector4, SubsurfaceParams) SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures) SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer) SHADER_PARAMETER_TEXTURE(Texture2D, SSProfilesTexture) END_SHADER_PARAMETER_STRUCT() FSubsurfaceParameters GetSubsurfaceCommonParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View, TRDGUniformBufferRef SceneTextures) { const float DistanceToProjectionWindow = View.ViewMatrices.GetProjectionMatrix().M[0][0]; const float SSSScaleZ = DistanceToProjectionWindow * GetSubsurfaceRadiusScale(); const float SSSScaleX = SSSScaleZ / SUBSURFACE_KERNEL_SIZE * 0.5f; const float SSSOverrideNumSamples = float(CVarSSSBurleyNumSamplesOverride.GetValueOnRenderThread()); FSubsurfaceParameters Parameters; Parameters.SubsurfaceParams = FVector4(SSSScaleX, SSSScaleZ, SSSOverrideNumSamples, 0); Parameters.ViewUniformBuffer = View.ViewUniformBuffer; Parameters.SceneTextures = SceneTextures; Parameters.SSProfilesTexture = GetSubsurfaceProfileTexture(GraphBuilder.RHICmdList); return Parameters; } FSubsurfaceInput GetSubsurfaceInput(FRDGTextureRef Texture, const FScreenPassTextureViewportParameters& ViewportParameters) { FSubsurfaceInput Input; Input.Texture = Texture; Input.Viewport = ViewportParameters; return Input; } FSubsurfaceSRVInput GetSubsurfaceSRVInput(FRDGTextureSRVRef Texture, const FScreenPassTextureViewportParameters& ViewportParameters) { FSubsurfaceSRVInput Input; Input.Texture = Texture; Input.Viewport = ViewportParameters; return Input; } bool IsSubsurfaceEnabled() { const bool bEnabled = CVarSubsurfaceScattering.GetValueOnAnyThread() != 0; const bool bHasScale = CVarSSSScale.GetValueOnAnyThread() > 0.0f; return (bEnabled && bHasScale); } bool IsSubsurfaceRequiredForView(const FViewInfo& View) { const bool bSimpleDynamicLighting = IsAnyForwardShadingEnabled(View.GetShaderPlatform()); const bool bSubsurfaceEnabled = IsSubsurfaceEnabled(); const bool bViewHasSubsurfaceMaterials = ((View.ShadingModelMaskInView & GetUseSubsurfaceProfileShadingModelMask()) != 0); return (bSubsurfaceEnabled && bViewHasSubsurfaceMaterials && !bSimpleDynamicLighting); } bool IsProfileIdCacheEnabled() { // Had to disable this at the last minute, because it uses an R8 UAV which isn't supported on all platforms. Will enable it in a later revision. return 0 && CVarSSSBurleyEnableProfileIdCache.GetValueOnRenderThread() != 0; } uint32 GetSubsurfaceRequiredViewMask(TArrayView Views) { const uint32 ViewCount = Views.Num(); uint32 ViewMask = 0; // Traverse the views to make sure we only process subsurface if requested by any view. for (uint32 ViewIndex = 0; ViewIndex < ViewCount; ++ViewIndex) { const FViewInfo& View = Views[ViewIndex]; if (IsSubsurfaceRequiredForView(View)) { const uint32 ViewBit = 1 << ViewIndex; ViewMask |= ViewBit; } } return ViewMask; } bool IsSubsurfaceCheckerboardFormat(EPixelFormat SceneColorFormat) { int CVarValue = CVarSSSCheckerboard.GetValueOnRenderThread(); if (CVarValue == 0) { return false; } else if (CVarValue == 1) { return true; } else if (CVarValue == 2) { switch (SceneColorFormat) { case PF_A32B32G32R32F: case PF_FloatRGBA: return false; default: return true; } } return true; } // Base class for a subsurface shader. class FSubsurfaceShader : public FGlobalShader { public: static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("SUBSURFACE_RADIUS_SCALE"), SUBSURFACE_RADIUS_SCALE); OutEnvironment.SetDefine(TEXT("SUBSURFACE_KERNEL_SIZE"), SUBSURFACE_KERNEL_SIZE); } FSubsurfaceShader() = default; FSubsurfaceShader(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) {} }; // Encapsulates the post processing subsurface scattering common pixel shader. class FSubsurfaceVisualizePS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceVisualizePS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceVisualizePS, FSubsurfaceShader); BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FStrataGlobalUniformParameters, Strata) SHADER_PARAMETER_STRUCT_INCLUDE(FSubsurfaceParameters, Subsurface) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput0) SHADER_PARAMETER_TEXTURE(Texture2D, MiniFontTexture) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler0) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT() }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceVisualizePS, "/Engine/Private/PostProcessSubsurface.usf", "VisualizePS", SF_Pixel); // Encapsulates a simple copy pixel shader. class FSubsurfaceViewportCopyPS : public FSubsurfaceShader { DECLARE_GLOBAL_SHADER(FSubsurfaceViewportCopyPS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceViewportCopyPS, FSubsurfaceShader); BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SubsurfaceInput0_Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler0) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT(); static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceViewportCopyPS, "/Engine/Private/PostProcessSubsurface.usf", "SubsurfaceViewportCopyPS", SF_Pixel); //------------------------------------------------------------------------------------------- // Indirect dispatch class and functions //------------------------------------------------------------------------------------------- // Subsurface uniform buffer layout BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FSubsurfaceUniformParameters, ) SHADER_PARAMETER(uint32, MaxGroupCount) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FSubsurfaceUniformParameters, "SubsurfaceUniformParameters"); typedef TUniformBufferRef FSubsurfaceUniformRef; // Return a uniform buffer with values filled and with single frame lifetime FSubsurfaceUniformRef CreateUniformBuffer(FViewInfo const& View, int32 MaxGroupCount) { FSubsurfaceUniformParameters Parameters; Parameters.MaxGroupCount = MaxGroupCount; return FSubsurfaceUniformRef::CreateUniformBufferImmediate(Parameters, UniformBuffer_SingleFrame); } class FSubsurfaceInitValueBufferCS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceInitValueBufferCS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceInitValueBufferCS, FSubsurfaceShader); static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FSubsurfaceShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("SUBSURFACE_BURLEY_COMPUTE"), 1); OutEnvironment.SetDefine(TEXT("STRATA_ENABLED"), Strata::IsStrataEnabled() ? 1 : 0); } BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, RWSeparableGroupBuffer) SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, RWBurleyGroupBuffer) END_SHADER_PARAMETER_STRUCT() static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceInitValueBufferCS, "/Engine/Private/PostProcessSubsurface.usf", "InitValueBufferCS", SF_Compute); class FSubsurfaceBuildIndirectDispatchArgsCS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceBuildIndirectDispatchArgsCS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceBuildIndirectDispatchArgsCS, FSubsurfaceShader) static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FSubsurfaceShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("SUBSURFACE_BURLEY_COMPUTE"), 1); OutEnvironment.SetDefine(TEXT("STRATA_ENABLED"), Strata::IsStrataEnabled() ? 1 : 0); } BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_REF(FSubsurfaceUniformParameters, SubsurfaceUniformParameters) SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, RWIndirectDispatchArgsBuffer) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, GroupBuffer) END_SHADER_PARAMETER_STRUCT() static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceBuildIndirectDispatchArgsCS, "/Engine/Private/PostProcessSubsurface.usf", "BuildIndirectDispatchArgsCS", SF_Compute); class FSubsurfaceIndirectDispatchSetupCS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceIndirectDispatchSetupCS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceIndirectDispatchSetupCS, FSubsurfaceShader) static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FSubsurfaceShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("SUBSURFACE_BURLEY_COMPUTE"), 1); OutEnvironment.SetDefine(TEXT("STRATA_ENABLED"), Strata::IsStrataEnabled() ? 1 : 0); } BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FStrataGlobalUniformParameters, Strata) SHADER_PARAMETER_STRUCT_INCLUDE(FSubsurfaceParameters, Subsurface) SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput0) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler0) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, SetupTexture) SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, RWSeparableGroupBuffer) SHADER_PARAMETER_RDG_BUFFER_UAV(RWBuffer, RWBurleyGroupBuffer) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, ProfileIdTexture) SHADER_PARAMETER_STRUCT_REF(FSubsurfaceUniformParameters, SubsurfaceUniformParameters) END_SHADER_PARAMETER_STRUCT() class FDimensionHalfRes : SHADER_PERMUTATION_BOOL("SUBSURFACE_HALF_RES"); class FDimensionCheckerboard : SHADER_PERMUTATION_BOOL("SUBSURFACE_PROFILE_CHECKERBOARD"); class FRunningInSeparable : SHADER_PERMUTATION_BOOL("SUBSURFACE_FORCE_SEPARABLE"); class FDimensionEnableProfileIDCache : SHADER_PERMUTATION_BOOL("ENABLE_PROFILE_ID_CACHE"); using FPermutationDomain = TShaderPermutationDomain; }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceIndirectDispatchSetupCS, "/Engine/Private/PostProcessSubsurface.usf", "SetupIndirectCS", SF_Compute); class FSubsurfaceIndirectDispatchCS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceIndirectDispatchCS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceIndirectDispatchCS, FSubsurfaceShader); static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FSubsurfaceShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("SUBSURFACE_BURLEY_COMPUTE"), 1); OutEnvironment.SetDefine(TEXT("ENABLE_VELOCITY"), 1); OutEnvironment.SetDefine(TEXT("SUBSURFACE_GROUP_SIZE"), kSubsurfaceGroupSize); OutEnvironment.SetDefine(TEXT("STRATA_ENABLED"), Strata::IsStrataEnabled() ? 1 : 0); } BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FStrataGlobalUniformParameters, Strata) SHADER_PARAMETER_STRUCT_INCLUDE(FSubsurfaceParameters, Subsurface) SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, SSSColorUAV) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, HistoryUAV) SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer, GroupBuffer) RDG_BUFFER_ACCESS(IndirectDispatchArgsBuffer, ERHIAccess::IndirectArgs) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput0) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler0) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput1) // History SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler1) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput2) // Profile mask | Velocity SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler2) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, ProfileIdTexture) END_SHADER_PARAMETER_STRUCT() // Direction of the 1D separable filter. enum class EDirection : uint32 { Horizontal, Vertical, MAX }; enum class ESubsurfacePass : uint32 { PassOne, // Burley sampling (or Horizontal) pass pass one PassTwo, // Variance updating (or Vertical) pass pass two MAX }; // Controls the quality (number of samples) of the blur kernel. enum class EQuality : uint32 { Low, Medium, High, MAX }; enum class EBilateralFilterKernelFunctionType : uint32 { Depth, DepthAndNormal, MAX }; enum class ESubsurfaceType : uint32 { BURLEY, SEPARABLE, MAX }; static const TCHAR* GetEventName(EDirection Direction) { static const TCHAR* const kEventNames[] = { TEXT("Horizontal"), TEXT("Vertical"), }; static_assert(UE_ARRAY_COUNT(kEventNames) == int32(EDirection::MAX), "Fix me"); return kEventNames[int32(Direction)]; } static const TCHAR* GetEventName(ESubsurfacePass SubsurfacePass) { static const TCHAR* const kEventNames[] = { TEXT("PassOne"), TEXT("PassTwo"), }; static_assert(UE_ARRAY_COUNT(kEventNames) == int32(ESubsurfacePass::MAX), "Fix me"); return kEventNames[int32(SubsurfacePass)]; } static const TCHAR* GetEventName(EQuality Quality) { static const TCHAR* const kEventNames[] = { TEXT("Low"), TEXT("Medium"), TEXT("High"), }; static_assert(UE_ARRAY_COUNT(kEventNames) == int32(EQuality::MAX), "Fix me"); return kEventNames[int32(Quality)]; } static const TCHAR* GetEventName(ESubsurfaceType SubsurfaceType) { static const TCHAR* const kEventNames[] = { TEXT("Burley"), TEXT("Separable"), }; static_assert(UE_ARRAY_COUNT(kEventNames) == int32(ESubsurfaceType::MAX), "Fix me"); return kEventNames[int32(SubsurfaceType)]; } class FSubsurfacePassFunction : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_PASS", ESubsurfacePass); class FDimensionQuality : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_QUALITY", EQuality); class FBilateralFilterKernelFunctionType : SHADER_PERMUTATION_ENUM_CLASS("BILATERAL_FILTER_KERNEL_FUNCTION_TYPE", EBilateralFilterKernelFunctionType); class FSubsurfaceType : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_TYPE", ESubsurfaceType); class FDimensionHalfRes : SHADER_PERMUTATION_BOOL("SUBSURFACE_HALF_RES"); class FRunningInSeparable : SHADER_PERMUTATION_BOOL("SUBSURFACE_FORCE_SEPARABLE"); class FDimensionEnableProfileIDCache : SHADER_PERMUTATION_BOOL("ENABLE_PROFILE_ID_CACHE"); using FPermutationDomain = TShaderPermutationDomain; // Returns the sampler state based on the requested SSS filter CVar setting and half resolution setting. static FRHISamplerState* GetSamplerState(bool bHalfRes) { if (GetSSSFilter()) { // Trilinear is used for mipmap sampling in full resolution if (bHalfRes) { return TStaticSamplerState::GetRHI();//SF_Bilinear } else { return TStaticSamplerState::GetRHI();//SF_Bilinear } } else { return TStaticSamplerState::GetRHI(); } } // Returns the SSS quality level requested by the SSS SampleSet CVar setting. static EQuality GetQuality() { return static_cast( FMath::Clamp( GetSSSSampleSet(), static_cast(FSubsurfaceIndirectDispatchCS::EQuality::Low), static_cast(FSubsurfaceIndirectDispatchCS::EQuality::High))); } static EBilateralFilterKernelFunctionType GetBilateralFilterKernelFunctionType() { return static_cast( FMath::Clamp( GetSSSBurleyBilateralFilterKernelFunctionType(), static_cast(FSubsurfaceIndirectDispatchCS::EBilateralFilterKernelFunctionType::Depth), static_cast(FSubsurfaceIndirectDispatchCS::EBilateralFilterKernelFunctionType::DepthAndNormal))); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceIndirectDispatchCS, "/Engine/Private/PostProcessSubsurface.usf", "MainIndirectDispatchCS", SF_Compute); // resolve textures that is not SRV // Encapsulates a simple copy pixel shader. class FSubsurfaceSRVResolvePS : public FSubsurfaceShader { DECLARE_GLOBAL_SHADER(FSubsurfaceSRVResolvePS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceSRVResolvePS, FSubsurfaceShader); BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SubsurfaceInput0_Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler0) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT(); static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceSRVResolvePS, "/Engine/Private/PostProcessSubsurface.usf", "SubsurfaceViewportCopyPS", SF_Pixel); FRDGTextureRef CreateBlackUAVTexture(FRDGBuilder& GraphBuilder, FRDGTextureDesc SRVDesc, const TCHAR* Name, const FViewInfo& View, const FScreenPassTextureViewport& SceneViewport) { #ifdef USE_CUSTOM_CLEAR_UAV SRVDesc.Flags |= TexCreate_ShaderResource | TexCreate_UAV; FRDGTextureRef SRVTextureOutput = GraphBuilder.CreateTexture(SRVDesc, Name); FSubsurfaceSRVResolvePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->RenderTargets[0] = FRenderTargetBinding(SRVTextureOutput, ERenderTargetLoadAction::ENoAction); PassParameters->SubsurfaceInput0_Texture = GraphBuilder.RegisterExternalTexture(GSystemTextures.BlackDummy); PassParameters->SubsurfaceSampler0 = TStaticSamplerState::GetRHI(); TShaderMapRef PixelShader(View.ShaderMap); AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("ClearUAV"), View, SceneViewport, SceneViewport, PixelShader, PassParameters); #else FRDGTextureRef SRVTextureOutput = GraphBuilder.CreateTexture(SRVDesc, Name); FRDGTextureUAVDesc UAVClearDesc(SRVTextureOutput, 0); ClearUAV(GraphBuilder, FRDGEventName(TEXT("ClearUAV")), GraphBuilder.CreateUAV(UAVClearDesc), FLinearColor::Black); #endif return SRVTextureOutput; } // Helper function to use external textures for the current GraphBuilder. // When the texture is null, we use BlackDummy. FRDGTextureRef RegisterExternalRenderTarget(FRDGBuilder& GraphBuilder, TRefCountPtr* PtrExternalTexture, FIntPoint CurentViewExtent, const TCHAR* Name) { FRDGTextureRef RegisteredTexture = NULL; if (!PtrExternalTexture || !(*PtrExternalTexture)) { RegisteredTexture = GraphBuilder.RegisterExternalTexture(GSystemTextures.BlackDummy, Name); } else { if (CurentViewExtent != (*PtrExternalTexture)->GetDesc().Extent) { RegisteredTexture = GraphBuilder.RegisterExternalTexture(GSystemTextures.BlackDummy, Name); } else { RegisteredTexture = GraphBuilder.RegisterExternalTexture(*PtrExternalTexture, Name); } } return RegisteredTexture; } // Encapsulates the post processing subsurface recombine pixel shader. class FSubsurfaceRecombinePS : public FSubsurfaceShader { DECLARE_GLOBAL_SHADER(FSubsurfaceRecombinePS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceRecombinePS, FSubsurfaceShader); BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FStrataGlobalUniformParameters, Strata) SHADER_PARAMETER_STRUCT_INCLUDE(FSubsurfaceParameters, Subsurface) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput0) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput1) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler0) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler1) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT(); // Controls the quality of lighting reconstruction. enum class EQuality : uint32 { Low, High, MAX }; static const TCHAR* GetEventName(EQuality Quality) { static const TCHAR* const kEventNames[] = { TEXT("Low"), TEXT("High"), }; static_assert(UE_ARRAY_COUNT(kEventNames) == int32(EQuality::MAX), "Fix me"); return kEventNames[int32(Quality)]; } class FDimensionMode : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_RECOMBINE_MODE", ESubsurfaceMode); class FDimensionQuality : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_RECOMBINE_QUALITY", EQuality); class FDimensionCheckerboard : SHADER_PERMUTATION_BOOL("SUBSURFACE_PROFILE_CHECKERBOARD"); class FDimensionHalfRes : SHADER_PERMUTATION_BOOL("SUBSURFACE_HALF_RES"); class FRunningInSeparable : SHADER_PERMUTATION_BOOL("SUBSURFACE_FORCE_SEPARABLE"); using FPermutationDomain = TShaderPermutationDomain; static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment) { FSubsurfaceShader::ModifyCompilationEnvironment(Parameters, OutEnvironment); OutEnvironment.SetDefine(TEXT("STRATA_ENABLED"), Strata::IsStrataEnabled() ? 1 : 0); } // Returns the Recombine quality level requested by the SSS Quality CVar setting. static EQuality GetQuality(const FViewInfo& View) { const uint32 QualityCVar = GetSSSQuality(); EMainTAAPassConfig MainTAAConfig = ITemporalUpscaler::GetMainTAAPassConfig(View); // Low quality is really bad with modern temporal upscalers. bool bAllowLowQuality = MainTAAConfig == EMainTAAPassConfig::Disabled || MainTAAConfig == EMainTAAPassConfig::TAA; if (!bAllowLowQuality) { return EQuality::High; } // Quality is forced to high when the CVar is set to 'auto' and TAA is NOT enabled. // TAA improves quality through temporal filtering and clamping box, making it less necessary to use // high quality mode. if (QualityCVar == -1) { if (MainTAAConfig == EMainTAAPassConfig::TAA) { return EQuality::Low; } else { return EQuality::High; } } if (QualityCVar == 1) { return EQuality::High; } else { return EQuality::Low; } } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceRecombinePS, "/Engine/Private/PostProcessSubsurface.usf", "SubsurfaceRecombinePS", SF_Pixel); void AddSubsurfaceViewPass( FRDGBuilder& GraphBuilder, const FViewInfo& View, const FSceneTextures& SceneTextures, FRDGTextureRef SceneColorTextureOutput, ERenderTargetLoadAction SceneColorTextureLoadAction) { FRDGTextureRef SceneColorTexture = SceneTextures.Color.Target; const FScreenPassTextureViewport SceneViewport(SceneColorTexture, View.ViewRect); check(SceneColorTextureOutput); const FSceneViewFamily* ViewFamily = View.Family; const FRDGTextureDesc& SceneColorTextureDesc = SceneColorTexture->Desc; const ESubsurfaceMode SubsurfaceMode = GetSubsurfaceModeForView(View); const bool bHalfRes = (SubsurfaceMode == ESubsurfaceMode::HalfRes); const bool bCheckerboard = IsSubsurfaceCheckerboardFormat(SceneColorTextureDesc.Format); const uint32 ScaleFactor = bHalfRes ? 2 : 1; //We run in separable mode under two conditions: 1) Run Burley fallback mode. 2) when the screen is in half resolution. const bool bForceRunningInSeparable = CVarSSSBurleyQuality.GetValueOnRenderThread() == 0 || bHalfRes; const bool bUseProfileIdCache = !bForceRunningInSeparable && IsProfileIdCacheEnabled(); /** * All subsurface passes within the screen-space subsurface effect can operate at half or full resolution, * depending on the subsurface mode. The values are precomputed and shared among all Subsurface textures. */ const FScreenPassTextureViewport SubsurfaceViewport = GetDownscaledViewport(SceneViewport, ScaleFactor); const FIntPoint TileDimension = FIntPoint::DivideAndRoundUp(SubsurfaceViewport.Extent, kSubsurfaceGroupSize); const int32 MaxGroupCount = TileDimension.X*TileDimension.Y; const FRDGTextureDesc SceneColorTextureDescriptor = FRDGTextureDesc::Create2D( SceneViewport.Extent, PF_FloatRGBA, FClearValueBinding(), TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV); const FRDGTextureDesc SubsurfaceTextureDescriptor = FRDGTextureDesc::Create2D( SubsurfaceViewport.Extent, PF_FloatRGBA, FClearValueBinding(), TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV); const FRDGTextureDesc ProfileIdTextureDescriptor = FRDGTextureDesc::Create2D( SubsurfaceViewport.Extent, PF_R8_UINT, FClearValueBinding(), TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV); // Create texture desc with 6 mips if possible, otherwise clamp number of mips to match the viewport resolution const FRDGTextureDesc SubsurfaceTextureWith6MipsDescriptor = FRDGTextureDesc::Create2D( SubsurfaceViewport.Extent, PF_FloatRGBA, FClearValueBinding(), TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV, FMath::Min(6u, 1 + FMath::FloorLog2((uint32)SubsurfaceViewport.Extent.GetMin()))); const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder); const FSubsurfaceParameters SubsurfaceCommonParameters = GetSubsurfaceCommonParameters(GraphBuilder, View, SceneTextures.UniformBuffer); const FScreenPassTextureViewportParameters SubsurfaceViewportParameters = GetScreenPassTextureViewportParameters(SubsurfaceViewport); const FScreenPassTextureViewportParameters SceneViewportParameters = GetScreenPassTextureViewportParameters(SceneViewport); FRDGTextureRef SetupTexture = SceneColorTexture; FRDGTextureRef SubsurfaceSubpassOneTex = nullptr; FRDGTextureRef SubsurfaceSubpassTwoTex = nullptr; FRDGTextureRef ProfileIdTexture = nullptr; FRHISamplerState* PointClampSampler = TStaticSamplerState::GetRHI(); FRHISamplerState* BilinearBorderSampler = TStaticSamplerState::GetRHI(); //History texture FSceneViewState* ViewState = (FSceneViewState*)View.State; TRefCountPtr* QualityHistoryState = ViewState ? &ViewState->SubsurfaceScatteringQualityHistoryRT : NULL; //allocate/reallocate the quality history texture. FRDGTextureRef QualityHistoryTexture = RegisterExternalRenderTarget(GraphBuilder, QualityHistoryState, SceneColorTextureDescriptor.Extent, TEXT("QualityHistoryTexture")); FRDGTextureRef NewQualityHistoryTexture = nullptr; /** * When in bypass mode, the setup and convolution passes are skipped, but lighting * reconstruction is still performed in the recombine pass. */ if (SubsurfaceMode != ESubsurfaceMode::Bypass) { // Support mipmaps in full resolution only. SetupTexture = GraphBuilder.CreateTexture(bForceRunningInSeparable ? SubsurfaceTextureDescriptor:SubsurfaceTextureWith6MipsDescriptor, TEXT("SubsurfaceSetupTexture")); // profile cache to accelerate sampling if (bUseProfileIdCache) { // This path was designed to get used when r.SSS.Burley.EnableProfileIdCache is true, but we had to disable this path because R8 UAVs are not supported on all platforms. ProfileIdTexture = GraphBuilder.CreateTexture(ProfileIdTextureDescriptor, TEXT("ProfileIdTexture")); } else { ProfileIdTexture = SystemTextures.Black; } FRDGTextureRef VelocityTexture = GetIfProduced(SceneTextures.Velocity, SystemTextures.Black); FSubsurfaceUniformRef UniformBuffer = CreateUniformBuffer(View, MaxGroupCount); // Pre-allocate black UAV together. { SubsurfaceSubpassOneTex = CreateBlackUAVTexture(GraphBuilder, SubsurfaceTextureWith6MipsDescriptor, TEXT("SubsurfaceSubpassOneTex"), View, SubsurfaceViewport); SubsurfaceSubpassTwoTex = CreateBlackUAVTexture(GraphBuilder, SubsurfaceTextureWith6MipsDescriptor, TEXT("SubsurfaceSubpassTwoTex"), View, SubsurfaceViewport); // Only clear when we are in full resolution. if (!bForceRunningInSeparable) { NewQualityHistoryTexture = CreateBlackUAVTexture(GraphBuilder, SubsurfaceTextureDescriptor, TEXT("SubsurfaceQualityHistoryState"), View, SubsurfaceViewport); } } // Initialize the group buffer FRDGBufferRef SeparableGroupBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32), 2*(MaxGroupCount + 1)), TEXT("SeparableGroupBuffer"));; FRDGBufferRef BurleyGroupBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateBufferDesc(sizeof(uint32), 2*(MaxGroupCount + 1)), TEXT("BurleyGroupBuffer"));; FRDGBufferRef SeparableIndirectDispatchArgsBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateIndirectDesc(4), TEXT("SeparableIndirectDispatchArgs")); FRDGBufferRef BurleyIndirectDispatchArgsBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateIndirectDesc(4), TEXT("BurleyIndirectDispatchArgs")); // Initialize the group counters { typedef FSubsurfaceInitValueBufferCS SHADER; TShaderMapRef ComputeShader(View.ShaderMap); SHADER::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->RWBurleyGroupBuffer = GraphBuilder.CreateUAV(BurleyGroupBuffer, EPixelFormat::PF_R32_UINT); PassParameters->RWSeparableGroupBuffer = GraphBuilder.CreateUAV(SeparableGroupBuffer, EPixelFormat::PF_R32_UINT); FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("InitGroupCounter"), ComputeShader, PassParameters, FIntVector(1, 1, 1)); } // Call the indirect setup { FRDGTextureSRVDesc SceneColorTextureSRVDesc = FRDGTextureSRVDesc::Create(SceneColorTexture); FRDGTextureUAVDesc SetupTextureOutDesc(SetupTexture, 0); typedef FSubsurfaceIndirectDispatchSetupCS SHADER; SHADER::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->Output = SubsurfaceViewportParameters; PassParameters->SubsurfaceInput0 = GetSubsurfaceInput(SceneColorTexture, SceneViewportParameters); PassParameters->SubsurfaceSampler0 = PointClampSampler; PassParameters->SetupTexture = GraphBuilder.CreateUAV(SetupTextureOutDesc); if (bUseProfileIdCache) { PassParameters->ProfileIdTexture = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(ProfileIdTexture)); } PassParameters->RWBurleyGroupBuffer = GraphBuilder.CreateUAV(BurleyGroupBuffer, EPixelFormat::PF_R32_UINT); PassParameters->RWSeparableGroupBuffer = GraphBuilder.CreateUAV(SeparableGroupBuffer, EPixelFormat::PF_R32_UINT); PassParameters->SubsurfaceUniformParameters = UniformBuffer; PassParameters->Strata = Strata::BindStrataGlobalUniformParameters(View.StrataSceneData); SHADER::FPermutationDomain ComputeShaderPermutationVector; ComputeShaderPermutationVector.Set(bHalfRes); ComputeShaderPermutationVector.Set(bCheckerboard); ComputeShaderPermutationVector.Set(bForceRunningInSeparable); ComputeShaderPermutationVector.Set(bUseProfileIdCache); TShaderMapRef ComputeShader(View.ShaderMap, ComputeShaderPermutationVector); FComputeShaderUtils::AddPass( GraphBuilder, RDG_EVENT_NAME("SubsurfaceSetup(%s%s%s) %dx%d", ComputeShaderPermutationVector.Get() ? TEXT(" HalfRes") : TEXT(""), ComputeShaderPermutationVector.Get() ? TEXT(" Checkerboard") : TEXT(""), ComputeShaderPermutationVector.Get() ? TEXT(" RunningInSeparable") : TEXT(""), SubsurfaceViewport.Extent.X, SubsurfaceViewport.Extent.Y), ComputeShader, PassParameters, FComputeShaderUtils::GetGroupCount(SubsurfaceViewport.Extent, kSubsurfaceGroupSize)); } // In half resolution, only Separable is used. We do not need this mipmap. if(!bForceRunningInSeparable) { // Generate mipmap for the diffuse scene color and depth, use bilinear filter FGenerateMips::Execute(GraphBuilder, SetupTexture, BilinearBorderSampler); } typedef FSubsurfaceIndirectDispatchCS SHADER; FRHISamplerState* SubsurfaceSamplerState = SHADER::GetSamplerState(bHalfRes); const SHADER::EQuality SubsurfaceQuality = SHADER::GetQuality(); // Store the buffer const FRDGBufferRef SubsurfaceBufferUsage[] = { BurleyGroupBuffer, SeparableGroupBuffer }; const FRDGBufferRef SubsurfaceBufferArgs[] = { BurleyIndirectDispatchArgsBuffer, SeparableIndirectDispatchArgsBuffer }; const TCHAR* SubsurfacePhaseName[] = { TEXT("BuildBurleyIndirectDispatchArgs"),TEXT("BuildSeparableIndirectDispatchArgs") }; // Setup the indirect arguments. { const int NumOfSubsurfaceType = 2; for (int SubsurfaceTypeIndex = 0; SubsurfaceTypeIndex < NumOfSubsurfaceType; ++SubsurfaceTypeIndex) { typedef FSubsurfaceBuildIndirectDispatchArgsCS ARGSETUPSHADER; ARGSETUPSHADER::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->SubsurfaceUniformParameters = UniformBuffer; PassParameters->RWIndirectDispatchArgsBuffer = GraphBuilder.CreateUAV(SubsurfaceBufferArgs[SubsurfaceTypeIndex], EPixelFormat::PF_R32_UINT); PassParameters->GroupBuffer = GraphBuilder.CreateSRV(SubsurfaceBufferUsage[SubsurfaceTypeIndex], EPixelFormat::PF_R32_UINT); TShaderMapRef ComputeShader(View.ShaderMap); FComputeShaderUtils::AddPass(GraphBuilder, FRDGEventName(SubsurfacePhaseName[SubsurfaceTypeIndex]), ComputeShader, PassParameters, FIntVector(1, 1, 1)); } } // Major pass to combine Burley and Separable { struct FSubsurfacePassInfo { FSubsurfacePassInfo(const TCHAR* InName, FRDGTextureRef InInput, FRDGTextureRef InOutput, SHADER::ESubsurfaceType InSurfaceType, SHADER::ESubsurfacePass InSurfacePass) : Name(InName), Input(InInput), Output(InOutput), SurfaceType(InSurfaceType), SubsurfacePass(InSurfacePass) {} const TCHAR* Name; FRDGTextureRef Input; FRDGTextureRef Output; SHADER::ESubsurfaceType SurfaceType; SHADER::ESubsurfacePass SubsurfacePass; }; const int NumOfSubsurfacePass = 4; const FSubsurfacePassInfo SubsurfacePassInfos[NumOfSubsurfacePass] = { { TEXT("SubsurfacePassOne_Burley"), SetupTexture, SubsurfaceSubpassOneTex, SHADER::ESubsurfaceType::BURLEY , SHADER::ESubsurfacePass::PassOne}, //Burley main pass { TEXT("SubsurfacePassTwo_SepHon"), SetupTexture, SubsurfaceSubpassOneTex, SHADER::ESubsurfaceType::SEPARABLE, SHADER::ESubsurfacePass::PassOne}, //Separable horizontal { TEXT("SubsurfacePassThree_SepVer"), SubsurfaceSubpassOneTex, SubsurfaceSubpassTwoTex, SHADER::ESubsurfaceType::SEPARABLE, SHADER::ESubsurfacePass::PassTwo}, //Separable Vertical { TEXT("SubsurfacePassFour_BVar"), SubsurfaceSubpassOneTex, SubsurfaceSubpassTwoTex, SHADER::ESubsurfaceType::BURLEY , SHADER::ESubsurfacePass::PassTwo} //Burley Variance }; //Dispatch the two phase for both SSS for (int PassIndex = 0; PassIndex < NumOfSubsurfacePass; ++PassIndex) { const FSubsurfacePassInfo& PassInfo = SubsurfacePassInfos[PassIndex]; const SHADER::ESubsurfaceType SubsurfaceType = PassInfo.SurfaceType; const auto SubsurfacePassFunction = PassInfo.SubsurfacePass; const int SubsurfaceTypeIndex = static_cast(SubsurfaceType); FRDGTextureRef TextureInput = PassInfo.Input; FRDGTextureRef TextureOutput = PassInfo.Output; FRDGTextureUAVDesc SSSColorUAVDesc(TextureOutput, 0); FRDGTextureSRVDesc InputSRVDesc = FRDGTextureSRVDesc::Create(TextureInput); SHADER::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->Output = SubsurfaceViewportParameters; PassParameters->SSSColorUAV = GraphBuilder.CreateUAV(SSSColorUAVDesc); PassParameters->SubsurfaceInput0 = GetSubsurfaceInput(TextureInput, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler0 = SubsurfaceSamplerState; PassParameters->GroupBuffer = GraphBuilder.CreateSRV(SubsurfaceBufferUsage[SubsurfaceTypeIndex], EPixelFormat::PF_R32_UINT); PassParameters->IndirectDispatchArgsBuffer = SubsurfaceBufferArgs[SubsurfaceTypeIndex]; PassParameters->Strata = Strata::BindStrataGlobalUniformParameters(View.StrataSceneData); if (SubsurfacePassFunction == SHADER::ESubsurfacePass::PassOne && SubsurfaceType == SHADER::ESubsurfaceType::BURLEY) { PassParameters->SubsurfaceInput1 = GetSubsurfaceInput(QualityHistoryTexture, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler1 = PointClampSampler; } if (SubsurfacePassFunction == SHADER::ESubsurfacePass::PassTwo && SubsurfaceType == SHADER::ESubsurfaceType::BURLEY) { // we do not write to history in separable mode. if (!bForceRunningInSeparable) { PassParameters->HistoryUAV = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(NewQualityHistoryTexture, 0)); } PassParameters->SubsurfaceInput1 = GetSubsurfaceInput(QualityHistoryTexture, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler1 = PointClampSampler; PassParameters->SubsurfaceInput2 = GetSubsurfaceInput(VelocityTexture, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler2 = PointClampSampler; } if (bUseProfileIdCache) { PassParameters->ProfileIdTexture = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(ProfileIdTexture)); } SHADER::FPermutationDomain ComputeShaderPermutationVector; ComputeShaderPermutationVector.Set(SubsurfacePassFunction); ComputeShaderPermutationVector.Set(SHADER::GetQuality()); ComputeShaderPermutationVector.Set(SHADER::GetBilateralFilterKernelFunctionType()); ComputeShaderPermutationVector.Set(SubsurfaceType); ComputeShaderPermutationVector.Set(bHalfRes); ComputeShaderPermutationVector.Set(bForceRunningInSeparable); ComputeShaderPermutationVector.Set(bUseProfileIdCache); TShaderMapRef ComputeShader(View.ShaderMap, ComputeShaderPermutationVector); FComputeShaderUtils::AddPass( GraphBuilder, RDG_EVENT_NAME("%s(%s %s %s %s%s)", PassInfo.Name, SHADER::GetEventName(ComputeShaderPermutationVector.Get()), SHADER::GetEventName(ComputeShaderPermutationVector.Get()), SHADER::GetEventName(ComputeShaderPermutationVector.Get()), ComputeShaderPermutationVector.Get() ? TEXT(" HalfRes") : TEXT(""), ComputeShaderPermutationVector.Get() ? TEXT(" RunningInSeparable") : TEXT("")), ComputeShader, PassParameters, SubsurfaceBufferArgs[SubsurfaceTypeIndex], 0); } } } // Recombines scattering result with scene color. { FSubsurfaceRecombinePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneColorTextureOutput, SceneColorTextureLoadAction); PassParameters->SubsurfaceInput0 = GetSubsurfaceInput(SceneColorTexture, SceneViewportParameters); PassParameters->SubsurfaceSampler0 = BilinearBorderSampler; PassParameters->Strata = Strata::BindStrataGlobalUniformParameters(View.StrataSceneData); // Scattering output target is only used when scattering is enabled. if (SubsurfaceMode != ESubsurfaceMode::Bypass) { PassParameters->SubsurfaceInput1 = GetSubsurfaceInput(SubsurfaceSubpassTwoTex, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler1 = BilinearBorderSampler; } const FSubsurfaceRecombinePS::EQuality RecombineQuality = FSubsurfaceRecombinePS::GetQuality(View); FSubsurfaceRecombinePS::FPermutationDomain PixelShaderPermutationVector; PixelShaderPermutationVector.Set(SubsurfaceMode); PixelShaderPermutationVector.Set(RecombineQuality); PixelShaderPermutationVector.Set(bCheckerboard); PixelShaderPermutationVector.Set(bHalfRes); PixelShaderPermutationVector.Set(bForceRunningInSeparable); TShaderMapRef PixelShader(View.ShaderMap, PixelShaderPermutationVector); /** * See the related comment above in the prepare pass. The scene viewport is used as both the target and * texture viewport in order to ensure that the correct pixel is sampled for checkerboard rendering. */ AddDrawScreenPass( GraphBuilder, RDG_EVENT_NAME("SubsurfaceRecombine(%s %s%s%s%s) %dx%d", GetEventName(PixelShaderPermutationVector.Get()), FSubsurfaceRecombinePS::GetEventName(PixelShaderPermutationVector.Get()), PixelShaderPermutationVector.Get() ? TEXT(" Checkerboard") : TEXT(""), PixelShaderPermutationVector.Get() ? TEXT(" HalfRes") : TEXT(""), PixelShaderPermutationVector.Get() ? TEXT(" RunningInSeparable") : TEXT(""), View.ViewRect.Width(), View.ViewRect.Height()), View, SceneViewport, SceneViewport, PixelShader, PassParameters, EScreenPassDrawFlags::AllowHMDHiddenAreaMask); } if (SubsurfaceMode != ESubsurfaceMode::Bypass && QualityHistoryState && !bForceRunningInSeparable) { GraphBuilder.QueueTextureExtraction(NewQualityHistoryTexture, QualityHistoryState); } } FRDGTextureRef AddSubsurfacePass( FRDGBuilder& GraphBuilder, TArrayView Views, const uint32 ViewMask, const FSceneTextures& SceneTextures, FRDGTextureRef SceneColorTextureOutput) { const uint32 ViewCount = Views.Num(); const uint32 ViewMaskAll = (1 << ViewCount) - 1; check(ViewMask); FRDGTextureRef SceneColorTexture = SceneTextures.Color.Target; ERenderTargetLoadAction SceneColorTextureLoadAction = ERenderTargetLoadAction::ENoAction; const bool bHasNonSubsurfaceView = ViewMask != ViewMaskAll; /** * Since we are outputting to a new texture and certain views may not utilize subsurface scattering, * we need to copy all non-subsurface views onto the destination texture. */ if (bHasNonSubsurfaceView) { RDG_EVENT_SCOPE(GraphBuilder, "SubsurfaceViewportCopy"); TShaderMapRef PixelShader(Views[0].ShaderMap); for (uint32 ViewIndex = 0; ViewIndex < ViewCount; ++ViewIndex) { const uint32 ViewBit = 1 << ViewIndex; const bool bIsNonSubsurfaceView = (ViewMask & ViewBit) == 0; if (bIsNonSubsurfaceView) { auto* PassParameters = GraphBuilder.AllocParameters(); PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneColorTextureOutput, SceneColorTextureLoadAction); PassParameters->SubsurfaceInput0_Texture = SceneColorTexture; PassParameters->SubsurfaceSampler0 = TStaticSamplerState<>::GetRHI(); const FViewInfo& View = Views[ViewIndex]; const FScreenPassTextureViewport TextureViewport(SceneColorTexture, View.ViewRect); AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("View%d", ViewIndex), View, TextureViewport, TextureViewport, PixelShader, PassParameters); SceneColorTextureLoadAction = ERenderTargetLoadAction::ELoad; } } SceneColorTextureLoadAction = ERenderTargetLoadAction::ELoad; } for (uint32 ViewIndex = 0; ViewIndex < ViewCount; ++ViewIndex) { const uint32 ViewBit = 1 << ViewIndex; const bool bIsSubsurfaceView = (ViewMask & ViewBit) != 0; if (bIsSubsurfaceView) { RDG_EVENT_SCOPE(GraphBuilder, "SubsurfaceScattering(ViewId=%d)", ViewIndex); const FViewInfo& View = Views[ViewIndex]; AddSubsurfaceViewPass(GraphBuilder, View, SceneTextures, SceneColorTextureOutput, SceneColorTextureLoadAction); SceneColorTextureLoadAction = ERenderTargetLoadAction::ELoad; } } return SceneColorTextureOutput; } FScreenPassTexture AddVisualizeSubsurfacePass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeSubsurfaceInputs& Inputs) { check(Inputs.SceneColor.IsValid()); FScreenPassRenderTarget Output = Inputs.OverrideOutput; if (!Output.IsValid()) { Output = FScreenPassRenderTarget::CreateFromInput(GraphBuilder, Inputs.SceneColor, View.GetOverwriteLoadAction(), TEXT("VisualizeSubsurface")); } const FScreenPassTextureViewport InputViewport(Inputs.SceneColor); FSubsurfaceVisualizePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = GetSubsurfaceCommonParameters(GraphBuilder, View, Inputs.SceneTextures); PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding(); PassParameters->SubsurfaceInput0.Texture = Inputs.SceneColor.Texture; PassParameters->SubsurfaceInput0.Viewport = GetScreenPassTextureViewportParameters(InputViewport); PassParameters->SubsurfaceSampler0 = TStaticSamplerState::GetRHI(); PassParameters->MiniFontTexture = GetMiniFontTexture(); PassParameters->Strata = Strata::BindStrataGlobalUniformParameters(View.StrataSceneData); TShaderMapRef PixelShader(View.ShaderMap); RDG_EVENT_SCOPE(GraphBuilder, "VisualizeSubsurface"); AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("Visualizer"), View, FScreenPassTextureViewport(Output), InputViewport, PixelShader, PassParameters); Output.LoadAction = ERenderTargetLoadAction::ELoad; AddDrawCanvasPass(GraphBuilder, RDG_EVENT_NAME("Text"), View, Output, [](FCanvas& Canvas) { float X = 30; float Y = 28; const float YStep = 14; FString Line = FString::Printf(TEXT("Visualize Screen Space Subsurface Scattering")); Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); Y += YStep; uint32 Index = 0; while (GSubsurfaceProfileTextureObject.GetEntryString(Index++, Line)) { Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); } }); return MoveTemp(Output); } void AddSubsurfacePass( FRDGBuilder& GraphBuilder, FSceneTextures& SceneTextures, TArrayView Views) { const uint32 ViewMask = GetSubsurfaceRequiredViewMask(Views); if (!ViewMask) { return; } checkf(!SceneTextures.Color.IsSeparate(), TEXT("Subsurface rendering requires the deferred renderer.")); FRDGTextureRef SceneColorOutputTexture = GraphBuilder.CreateTexture(SceneTextures.Color.Target->Desc, TEXT("SceneColorSubsurface")); AddSubsurfacePass(GraphBuilder, Views, ViewMask, SceneTextures, SceneColorOutputTexture); SceneTextures.Color = SceneColorOutputTexture; }