// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessSubsurface.usf: Screenspace subsurface scattering shaders. =============================================================================*/ #include "Common.usf" #include "PostProcessCommon.usf" #include "DeferredShadingCommon.usf" /** RGBA8 linear texture containing random normals */ Texture2D SSProfilesTexture; SamplerState SSProfilesTextureSampler; // x:Radius, y:DistanceToProjectionWindow, zw:xy scale correction for BufferSize!=ViewportSize float4 SSSParams; // ------------------------------------------ // setup for "SeparableSSS.usf" #define SSSS_HLSL_4 1 // can be optimized float GetSubsurfaceStrength(float2 UV) { FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV); float Mask = ScreenSpaceData.GBuffer.ShadingModelID >= SHADINGMODELID_SUBSURFACE_PROFILE; return Mask * ScreenSpaceData.GBuffer.Opacity; } //#define SSSS_STREGTH_SOURCE 1 // todo: masking fom LightingModel or SSSColor #define SSSS_STREGTH_SOURCE GetSubsurfaceStrength(texcoord) // 0:speculars leak into SSS / 1:requires alpha channel for scenecolor // #define SSSS_SPECULAR_CORRECTION 1 // 0: faster // 1: no color bleeding in z direction #define SSSS_FOLLOW_SURFACE 1 // from https://github.com/iryoku/separable-sss/tree/master/Demo // Jorge Jimenez http://www.iryoku.com/ // http://www.iryoku.com/translucency/downloads/Real-Time-Realistic-Skin-Translucency.pdf #include "SeparableSSS.usf" // ------------------------------------------ #if SSSS_SPECULAR_CORRECTION == 1 // requires alpha channel for scenecolor #elif SSSS_SPECULAR_CORRECTION == 0 // speculars leak into SSS #else error #endif #if METHOD == 0 // horizontal #elif METHOD == 1 // vertical #elif METHOD == 2 // vertical and reconstruct specular #else error #endif // 0 / 1 #define VISUALIZE_KERNEL 0 void SetupPS(in float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0) { float2 UV = UVAndScreenPos.xy; OutColor = 0; FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV); FLATTEN if(ScreenSpaceData.GBuffer.ShadingModelID >= SHADINGMODELID_SUBSURFACE_PROFILE) { float4 SceneColor4 = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV); #if SSSS_SPECULAR_CORRECTION == 1 // we take out the specular highlights float3 Lighting = LightAccumulator_ReconstructDiffuseLighting(SceneColor4); #else float3 Lighting = SceneColor4.rgb; #endif OutColor.rgb = Lighting; } } // input0 is created by the SetupPS shader void MainPS(float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0) { float2 UV = UVAndScreenPos.xy; FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV); // // test // if (UV.y > 0.5f) if (0) { uint SubsurfaceProfileInt = ExtractSubsurfaceProfileInt(ScreenSpaceData.GBuffer); OutColor = float4(0.5f, 0.5f, 0.5f, 0); if (SubsurfaceProfileInt == 0) { OutColor = float4(0.8f, 0.7f, 0.6f, 0); } if (SubsurfaceProfileInt == 1) { OutColor = float4(1, 0, 0, 0); } if (SubsurfaceProfileInt == 2) { OutColor = float4(0, 1, 0, 0); } if (SubsurfaceProfileInt == 3) { OutColor = float4(0, 0, 1, 0); } if (SubsurfaceProfileInt == 4) { OutColor = float4(1, 0, 1, 0); } if (SubsurfaceProfileInt == 5) { OutColor = float4(0, 1, 1, 0); } if (SubsurfaceProfileInt == 6) { OutColor = float4(1, 1, 0, 0); } if (SubsurfaceProfileInt == 100) { OutColor = float4(0, 0.2f, 0, 0); } if (SubsurfaceProfileInt == 255) { OutColor = float4(1, 1, 1, 0); } return; } // call into "SeparableSSS.usf" // in world units, *0.01 to scale from units(cm) to m float sssWidth = SSSParams.x; // the viewport is only a fraction of the buffersize, here we compensate for that // *1000 as we store the sample distances / 1000 to allows for scaling float Scaler = View.ViewSizeAndSceneTexelSize.x * View.ViewSizeAndSceneTexelSize.z * 1000.0f; #if METHOD == 0 // first pass float2 Direction = float2(1, 0) * Scaler; #else // second pass float2 Direction = float2(0, View.ViewSizeAndSceneTexelSize.w / View.ViewSizeAndSceneTexelSize.z) * Scaler; #endif OutColor = SSSSBlurPS(UV, sssWidth, Direction, false); OutColor.a = 1.0f; // Lighting #if METHOD > 0 // on second pass we recombine with the scene color float4 SceneColor4 = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV); float4 SSSColor = OutColor; SSSColor.a = (ScreenSpaceData.GBuffer.ShadingModelID >= SHADINGMODELID_SUBSURFACE_PROFILE); #if METHOD > 1 // we took the specular highlights out, now we add them back in SSSColor.rgb += LightAccumulator_ReconstructNonDiffuseLighting(SceneColor4); #endif // alpha channel can be anything - we consumed the value and likely output to a format that doesn't need the value OutColor = float4(lerp(SceneColor4.rgb, SSSColor.rgb, SSSColor.a), 0); #endif }