// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessSubsurface.cpp: Screenspace subsurface scattering implementation. =============================================================================*/ #include "PostProcess/PostProcessSubsurface.h" #include "PostProcess/SceneRenderTargets.h" #include "Engine/SubsurfaceProfile.h" #include "CanvasTypes.h" #include "RenderTargetTemp.h" ENGINE_API IPooledRenderTarget* GetSubsufaceProfileTexture_RT(FRHICommandListImmediate& RHICmdList); namespace { 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 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 (not optimized, as reference)\n") TEXT(" 1: parts of the algorithm runs in half resolution which is lower quality but faster (default)"), 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 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 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); } 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 }; // 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()); } // 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; } } 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); } uint32 GetSubsurfaceRequiredViewMask(const TArray& 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; } // Returns the SS profile texture with a black fallback texture if none exists yet. FTextureRHIRef GetSubsurfaceProfileTexture(FRHICommandListImmediate& RHICmdList) { const IPooledRenderTarget* ProfileTextureTarget = GetSubsufaceProfileTexture_RT(RHICmdList); if (!ProfileTextureTarget) { // No subsurface profile was used yet ProfileTextureTarget = GSystemTextures.BlackDummy; } return ProfileTextureTarget->GetRenderTargetItem().ShaderResourceTexture; } // Set of common shader parameters shared by all subsurface shaders. BEGIN_SHADER_PARAMETER_STRUCT(FSubsurfaceParameters, ) SHADER_PARAMETER(FVector4, SubsurfaceParams) SHADER_PARAMETER_STRUCT_REF(FSceneTexturesUniformParameters, SceneUniformBuffer) SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer) SHADER_PARAMETER_SAMPLER(SamplerState, BilinearTextureSampler) SHADER_PARAMETER_TEXTURE(Texture2D, SSProfilesTexture) END_SHADER_PARAMETER_STRUCT() FSubsurfaceParameters GetSubsurfaceCommonParameters(FRHICommandListImmediate& RHICmdList, const FViewInfo& View) { FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(RHICmdList); const float DistanceToProjectionWindow = View.ViewMatrices.GetProjectionMatrix().M[0][0]; const float SSSScaleZ = DistanceToProjectionWindow * GetSubsurfaceRadiusScale(); const float SSSScaleX = SSSScaleZ / SUBSURFACE_KERNEL_SIZE * 0.5f; FSubsurfaceParameters Parameters; Parameters.SubsurfaceParams = FVector4(SSSScaleX, SSSScaleZ, 0, 0); Parameters.ViewUniformBuffer = View.ViewUniformBuffer; Parameters.SceneUniformBuffer = CreateSceneTextureUniformBuffer( SceneContext, View.FeatureLevel, ESceneTextureSetupMode::All, EUniformBufferUsage::UniformBuffer_SingleFrame); Parameters.BilinearTextureSampler = TStaticSamplerState::GetRHI(); Parameters.SSProfilesTexture = GetSubsurfaceProfileTexture(RHICmdList); return Parameters; } // 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() FSubsurfaceInput GetSubsurfaceInput(FRDGTextureRef Texture, const FScreenPassTextureViewportParameters& ViewportParameters) { FSubsurfaceInput Input; Input.Texture = Texture; Input.Viewport = ViewportParameters; return Input; } // Base class for a subsurface shader. class FSubsurfaceShader : public FGlobalShader { public: static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4); } 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 pixel shader. class FSubsurfaceVisualizePS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceVisualizePS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceVisualizePS, FSubsurfaceShader); BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) 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 the post processing subsurface scattering pixel shader. class FSubsurfaceSetupPS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceSetupPS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceSetupPS, FSubsurfaceShader) BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_INCLUDE(FSubsurfaceParameters, Subsurface) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput0) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler0) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT() class FDimensionHalfRes : SHADER_PERMUTATION_BOOL("SUBSURFACE_HALF_RES"); class FDimensionCheckerboard : SHADER_PERMUTATION_BOOL("SUBSURFACE_PROFILE_CHECKERBOARD"); using FPermutationDomain = TShaderPermutationDomain; }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceSetupPS, "/Engine/Private/PostProcessSubsurface.usf", "SetupPS", SF_Pixel); // Shader for the SSS separable blur. class FSubsurfacePS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfacePS); SHADER_USE_PARAMETER_STRUCT(FSubsurfacePS, FSubsurfaceShader); BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_INCLUDE(FSubsurfaceParameters, Subsurface) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput0) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler0) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT() // Direction of the 1D separable filter. enum class EDirection : uint32 { Horizontal, Vertical, MAX }; // Controls the quality (number of samples) of the blur kernel. enum class EQuality : uint32 { Low, Medium, High, MAX }; class FDimensionDirection : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_DIRECTION", EDirection); class FDimensionQuality : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_QUALITY", EQuality); using FPermutationDomain = TShaderPermutationDomain; // Returns the sampler state based on the requested SSS filter CVar setting. static FSamplerStateRHIParamRef GetSamplerState() { if (CVarSSSFilter.GetValueOnRenderThread()) { return TStaticSamplerState::GetRHI(); } else { return TStaticSamplerState::GetRHI(); } } // Returns the SSS quality level requested by the SSS SampleSet CVar setting. static EQuality GetQuality() { return static_cast( FMath::Clamp( CVarSSSSampleSet.GetValueOnRenderThread(), static_cast(FSubsurfacePS::EQuality::Low), static_cast(FSubsurfacePS::EQuality::High))); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfacePS, "/Engine/Private/PostProcessSubsurface.usf", "MainPS", SF_Pixel); // 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_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 }; 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"); using FPermutationDomain = TShaderPermutationDomain; // Returns the Recombine quality level requested by the SSS Quality CVar setting. static EQuality GetQuality(const FViewInfo& View) { const uint32 QualityCVar = CVarSSSQuality.GetValueOnRenderThread(); // Quality is forced to high when the CVar is set to 'auto' and TAA is NOT enabled. // TAA improves quality through temporal filtering, making it less necessary to use // high quality mode. const bool bUseHighQuality = (QualityCVar == -1 && View.AntiAliasingMethod != AAM_TemporalAA); if (QualityCVar == 1 || bUseHighQuality) { return EQuality::High; } else { return EQuality::Low; } } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceRecombinePS, "/Engine/Private/PostProcessSubsurface.usf", "SubsurfaceRecombinePS", 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::SM4); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceViewportCopyPS, "/Engine/Private/PostProcessSubsurface.usf", "SubsurfaceViewportCopyPS", SF_Pixel); void ComputeSubsurfaceForView( FRDGBuilder& GraphBuilder, const FScreenPassViewInfo& ScreenPassView, const FScreenPassTextureViewport& SceneViewport, FRDGTextureRef SceneTexture, FRDGTextureRef SceneTextureOutput, ERenderTargetLoadAction SceneTextureLoadAction) { check(SceneTexture); check(SceneTextureOutput); check(SceneViewport.Extent == SceneTexture->Desc.Extent); const FViewInfo& View = ScreenPassView.View; const FSceneViewFamily* ViewFamily = View.Family; const FRDGTextureDesc& SceneTextureDesc = SceneTexture->Desc; const ESubsurfaceMode SubsurfaceMode = GetSubsurfaceModeForView(View); const bool bHalfRes = (SubsurfaceMode == ESubsurfaceMode::HalfRes); const bool bCheckerboard = IsSubsurfaceCheckerboardFormat(SceneTextureDesc.Format); const uint32 ScaleFactor = bHalfRes ? 2 : 1; /** * 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 = FScreenPassTextureViewport::CreateDownscaled(SceneViewport, ScaleFactor); FRDGTextureDesc SubsurfaceTextureDescriptor = SceneTexture->Desc; SubsurfaceTextureDescriptor.Extent = SubsurfaceViewport.Extent; const FSubsurfaceParameters SubsurfaceCommonParameters = GetSubsurfaceCommonParameters(GraphBuilder.RHICmdList, View); const FScreenPassTextureViewportParameters SubsurfaceViewportParameters = GetScreenPassTextureViewportParameters(SubsurfaceViewport); const FScreenPassTextureViewportParameters SceneViewportParameters = GetScreenPassTextureViewportParameters(SceneViewport); FRDGTextureRef SetupTexture = SceneTexture; FRDGTextureRef SubsurfaceTextureX = nullptr; FRDGTextureRef SubsurfaceTextureY = nullptr; FSamplerStateRHIParamRef PointClampSampler = TStaticSamplerState::GetRHI(); FSamplerStateRHIParamRef BilinearBorderSampler = TStaticSamplerState::GetRHI(); /** * 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) { SetupTexture = GraphBuilder.CreateTexture(SubsurfaceTextureDescriptor, TEXT("SubsurfaceSetupTexture")); // Setup pass outputs the diffuse scene color and depth in preparation for the scatter passes. { FSubsurfaceSetupPS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->RenderTargets[0] = FRenderTargetBinding(SetupTexture, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore); PassParameters->SubsurfaceInput0 = GetSubsurfaceInput(SceneTexture, SceneViewportParameters); PassParameters->SubsurfaceSampler0 = PointClampSampler; FSubsurfaceSetupPS::FPermutationDomain PixelShaderPermutationVector; PixelShaderPermutationVector.Set(bHalfRes); PixelShaderPermutationVector.Set(bCheckerboard); TShaderMapRef PixelShader(View.ShaderMap, PixelShaderPermutationVector); /** * The subsurface viewport is intentionally used as both the target and texture viewport, even though the texture * is potentially double the size. This is to ensure that the source UVs map 1-to-1 with pixel centers of the target, * in order to ensure that the checkerboard pattern selects the correct pixels from the scene texture. This still works * because the texture viewport is normalized into UV space, so it doesn't matter that the dimensions are twice as large. */ AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("SubsurfaceSetup"), ScreenPassView, SubsurfaceViewport, SubsurfaceViewport, *PixelShader, PassParameters); } SubsurfaceTextureX = GraphBuilder.CreateTexture(SubsurfaceTextureDescriptor, TEXT("SubsurfaceTextureX")); SubsurfaceTextureY = GraphBuilder.CreateTexture(SubsurfaceTextureDescriptor, TEXT("SubsurfaceTextureY")); FSamplerStateRHIParamRef SubsurfaceSamplerState = FSubsurfacePS::GetSamplerState(); const FSubsurfacePS::EQuality SubsurfaceQuality = FSubsurfacePS::GetQuality(); struct FSubsurfacePassInfo { FSubsurfacePassInfo(const TCHAR* InName, FRDGTextureRef InInput, FRDGTextureRef InOutput) : Name(InName) , Input(InInput) , Output(InOutput) {} const TCHAR* Name; FRDGTextureRef Input; FRDGTextureRef Output; }; const FSubsurfacePassInfo SubsurfacePassInfoByDirection[] = { { TEXT("SubsurfaceX"), SetupTexture, SubsurfaceTextureX }, { TEXT("SubsurfaceY"), SubsurfaceTextureX, SubsurfaceTextureY }, }; // Horizontal / Vertical scattering passes using a separable filter. for (uint32 DirectionIndex = 0; DirectionIndex < static_cast(FSubsurfacePS::EDirection::MAX); ++DirectionIndex) { const auto Direction = static_cast(DirectionIndex); const FSubsurfacePassInfo& PassInfo = SubsurfacePassInfoByDirection[DirectionIndex]; FRDGTextureRef TextureInput = PassInfo.Input; FRDGTextureRef TextureOutput = PassInfo.Output; FSubsurfacePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->RenderTargets[0] = FRenderTargetBinding(TextureOutput, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore); PassParameters->SubsurfaceInput0 = GetSubsurfaceInput(TextureInput, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler0 = SubsurfaceSamplerState; FSubsurfacePS::FPermutationDomain PixelShaderPermutationVector; PixelShaderPermutationVector.Set(Direction); PixelShaderPermutationVector.Set(SubsurfaceQuality); TShaderMapRef PixelShader(View.ShaderMap, PixelShaderPermutationVector); AddDrawScreenPass(GraphBuilder, FRDGEventName(PassInfo.Name), ScreenPassView, SubsurfaceViewport, SubsurfaceViewport, *PixelShader, PassParameters); } } // Recombines scattering result with scene color. { FSubsurfaceRecombinePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextureOutput, SceneTextureLoadAction, ERenderTargetStoreAction::EStore); PassParameters->SubsurfaceInput0 = GetSubsurfaceInput(SceneTexture, SceneViewportParameters); PassParameters->SubsurfaceSampler0 = BilinearBorderSampler; // Scattering output target is only used when scattering is enabled. if (SubsurfaceMode != ESubsurfaceMode::Bypass) { PassParameters->SubsurfaceInput1 = GetSubsurfaceInput(SubsurfaceTextureY, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler1 = BilinearBorderSampler; } const FSubsurfaceRecombinePS::EQuality RecombineQuality = FSubsurfaceRecombinePS::GetQuality(View); FSubsurfaceRecombinePS::FPermutationDomain PixelShaderPermutationVector; PixelShaderPermutationVector.Set(SubsurfaceMode); PixelShaderPermutationVector.Set(RecombineQuality); PixelShaderPermutationVector.Set(bCheckerboard); 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"), ScreenPassView, SceneViewport, SceneViewport, *PixelShader, PassParameters); } } FRDGTextureRef ComputeSubsurface( FRDGBuilder& GraphBuilder, FRDGTextureRef SceneTexture, const TArray& Views) { const uint32 ViewCount = Views.Num(); const uint32 ViewMaskAll = (1 << ViewCount) - 1; const uint32 ViewMask = GetSubsurfaceRequiredViewMask(Views); // Return the original target if no views have subsurface applied. if (!ViewMask) { return SceneTexture; } FRDGTextureRef SceneTextureOutput = GraphBuilder.CreateTexture(SceneTexture->Desc, TEXT("SceneColorSubsurface")); ERenderTargetLoadAction SceneTextureLoadAction = 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) { FSubsurfaceViewportCopyPS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextureOutput, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore); PassParameters->SubsurfaceInput0_Texture = SceneTexture; PassParameters->SubsurfaceSampler0 = TStaticSamplerState::GetRHI(); TShaderMapRef PixelShader(Views[0].ShaderMap); const FIntPoint InputTextureSize = SceneTexture->Desc.Extent; GraphBuilder.AddPass( RDG_EVENT_NAME("SubsurfaceViewportCopy"), PassParameters, ERenderGraphPassFlags::None, [&Views, ViewMask, ViewCount, PixelShader, InputTextureSize, PassParameters](FRHICommandListImmediate& RHICmdList) { for (uint32 ViewIndex = 0; ViewIndex < ViewCount; ++ViewIndex) { const uint32 ViewBit = 1 << ViewIndex; const bool bIsNonSubsurfaceView = (ViewMask & ViewBit) == 0; if (bIsNonSubsurfaceView) { const FViewInfo& View = Views[ViewIndex]; const FScreenPassViewInfo ScreenPassView(View); DrawScreenPass(RHICmdList, ScreenPassView, View.ViewRect, View.ViewRect, InputTextureSize, *PixelShader, *PassParameters); } } }); // Subsequent render passes should load the texture contents. SceneTextureLoadAction = 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]; const FScreenPassViewInfo ScreenPassView(View); const FScreenPassTextureViewport SceneViewport(View.ViewRect, SceneTexture); ComputeSubsurfaceForView(GraphBuilder, ScreenPassView, SceneViewport, SceneTexture, SceneTextureOutput, SceneTextureLoadAction); // Subsequent render passes should load the texture contents. SceneTextureLoadAction = ERenderTargetLoadAction::ELoad; } } return SceneTextureOutput; } void VisualizeSubsurface( FRDGBuilder& GraphBuilder, const FScreenPassViewInfo& ScreenPassView, const FScreenPassTextureViewport& SceneViewport, FRDGTextureRef SceneTexture, FRDGTextureRef SceneTextureOutput) { check(SceneTexture); check(SceneTextureOutput); check(SceneViewport.Extent == SceneTexture->Desc.Extent); const FViewInfo& View = ScreenPassView.View; FSubsurfaceVisualizePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = GetSubsurfaceCommonParameters(GraphBuilder.RHICmdList, View); PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextureOutput, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore); PassParameters->SubsurfaceInput0.Texture = SceneTexture; PassParameters->SubsurfaceInput0.Viewport = GetScreenPassTextureViewportParameters(SceneViewport); PassParameters->SubsurfaceSampler0 = TStaticSamplerState::GetRHI(); PassParameters->MiniFontTexture = GetMiniFontTexture(); TShaderMapRef PixelShader(View.ShaderMap); GraphBuilder.AddPass( RDG_EVENT_NAME("SubsurfaceVisualize"), PassParameters, ERenderGraphPassFlags::None, [ScreenPassView, SceneViewport, SceneTextureOutput, PixelShader, PassParameters](FRHICommandListImmediate& RHICmdList) { DrawScreenPass(RHICmdList, ScreenPassView, SceneViewport, SceneViewport, *PixelShader, *PassParameters); // Draw debug text { const FViewInfo& View = ScreenPassView.View; const FSceneViewFamily& ViewFamily = *View.Family; FRenderTargetTemp TempRenderTarget(static_cast(SceneTextureOutput->GetRHITexture()), SceneTextureOutput->Desc.Extent); FCanvas Canvas(&TempRenderTarget, nullptr, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, View.GetFeatureLevel()); 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)); } const bool bFlush = false; const bool bInsideRenderPass = true; Canvas.Flush_RenderThread(RHICmdList, bFlush, bInsideRenderPass); } }); } ////////////////////////////////////////////////////////////////////////// //! Shim methods to hook into the legacy pipeline until the full RDG conversion is complete. void ComputeSubsurfaceShim(FRHICommandListImmediate& RHICmdList, const TArray& Views) { FSceneRenderTargets& SceneRenderTargets = FSceneRenderTargets::Get(RHICmdList); FRDGBuilder GraphBuilder(RHICmdList); FRDGTextureRef SceneTexture = GraphBuilder.RegisterExternalTexture(SceneRenderTargets.GetSceneColor(), TEXT("SceneColor")); FRDGTextureRef SceneTextureOutput = ComputeSubsurface(GraphBuilder, SceneTexture, Views); // Extract the result texture out and re-assign it to the scene render targets blackboard. TRefCountPtr SceneTarget; GraphBuilder.QueueTextureExtraction(SceneTextureOutput, &SceneTarget, false); GraphBuilder.Execute(); SceneRenderTargets.SetSceneColor(SceneTarget); // The RT should be released as early as possible to allow sharing of that memory for other purposes. // This becomes even more important with some limited VRam (XBoxOne). SceneRenderTargets.SetLightAttenuation(nullptr); } FRenderingCompositeOutputRef VisualizeSubsurfaceShim( FRHICommandListImmediate& RHICmdList, FRenderingCompositionGraph& Graph, FRenderingCompositeOutputRef Input) { // we need the GBuffer, we release it Process() FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, 1); FRenderingCompositePass* SubsurfaceVisualizePass = Graph.RegisterPass(new(FMemStack::Get()) TRCPassForRDG<1, 1>( [](FRenderingCompositePass* Pass, FRenderingCompositePassContext& CompositePassContext) { FRDGBuilder GraphBuilder(CompositePassContext.RHICmdList); FRDGTextureRef SceneTexture = Pass->CreateRDGTextureForRequiredInput(GraphBuilder, ePId_Input0, TEXT("SceneColor")); FRDGTextureRef SceneTextureOutput = Pass->FindOrCreateRDGTextureForOutput(GraphBuilder, ePId_Output0, SceneTexture->Desc, TEXT("SubsurfaceVisualize")); const FScreenPassViewInfo ScreenPassView(CompositePassContext.View); const FScreenPassTextureViewport SceneViewport(CompositePassContext.View.ViewRect, SceneTexture->Desc.Extent); VisualizeSubsurface(GraphBuilder, ScreenPassView, SceneViewport, SceneTexture, SceneTextureOutput); Pass->ExtractRDGTextureForOutput(GraphBuilder, ePId_Output0, SceneTextureOutput); GraphBuilder.Execute(); FRHICommandListImmediate& RHICmdList = GraphBuilder.RHICmdList; FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, -1); })); SubsurfaceVisualizePass->SetInput(ePId_Input0, Input); return FRenderingCompositeOutputRef(SubsurfaceVisualizePass); } //////////////////////////////////////////////////////////////////////////