// 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 const 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; } } // 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; } // Returns a half-scaled size rounded to an even multiple of two (but clamped to 1x1 minimum). FIntPoint GetHalfSize(FIntPoint Size) { Size = FIntPoint::DivideAndRoundUp(Size, 2); Size.X = FMath::Max(1, Size.X); Size.Y = FMath::Max(1, Size.Y); return Size; } // Returns a half-scaled rect, with the max rounded to the nearest multiple of two. FIntRect GetHalfRect(FIntRect Rect) { return FIntRect(Rect.Min / 2, GetHalfSize(Rect.Max)); } // Set of common shader parameters shared by all subsurface shaders. BEGIN_SHADER_PARAMETER_STRUCT(FSubsurfaceParameters, ) SHADER_PARAMETER(FVector4, SubsurfaceParams) SHADER_PARAMETER_STRUCT_INCLUDE(FScreenPassCommonParameters, ScreenPassCommonParameters) SHADER_PARAMETER_TEXTURE(Texture2D, SSProfilesTexture) END_SHADER_PARAMETER_STRUCT() FSubsurfaceParameters GetSubsurfaceCommonParameters(FRHICommandListImmediate& RHICmdList, FScreenPassContextRef Context) { const float DistanceToProjectionWindow = Context->View.ViewMatrices.GetProjectionMatrix().M[0][0]; const float SSSScaleZ = DistanceToProjectionWindow * GetSubsurfaceRadiusScale(); const float SSSScaleX = SSSScaleZ / SUBSURFACE_KERNEL_SIZE * 0.5f; FSubsurfaceParameters Parameters; Parameters.ScreenPassCommonParameters = Context->ScreenPassCommonParameters; Parameters.SubsurfaceParams = FVector4(SSSScaleX, SSSScaleZ, 0, 0); Parameters.SSProfilesTexture = GetSubsurfaceProfileTexture(RHICmdList); return Parameters; } // 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(FScreenPassInput, SubsurfaceInput0) SHADER_PARAMETER_TEXTURE(Texture2D, MiniFontTexture) 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(FScreenPassInput, SubsurfaceInput0) 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(FScreenPassInput, SubsurfaceInput0) 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); class FDimensionManuallyClampUV : SHADER_PERMUTATION_BOOL("SUBSURFACE_MANUALLY_CLAMP_UV"); 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(FScreenPassInput, SubsurfaceInput0) SHADER_PARAMETER_STRUCT(FScreenPassInput, SubsurfaceInput1) 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_STRUCT(FScreenPassInput, SubsurfaceInput0) 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); 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 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; } FRDGTextureRef ComputeSubsurface( FRDGBuilder& GraphBuilder, FScreenPassContextRef Context, FRDGTextureRef SceneTexture) { check(Context); check(SceneTexture); const FPooledRenderTargetDesc& SceneTextureDesc = SceneTexture->Desc; const ESubsurfaceMode SubsurfaceMode = GetSubsurfaceModeForView(Context->View); const bool bHalfRes = (SubsurfaceMode == ESubsurfaceMode::HalfRes); // Viewport rect mapped onto the scene texture. Not necessarily a full screen mapping (e.g. VR). const FIntRect ViewportRectFinal = Context->ViewportRect; // Viewport for intermediate passes, which may be half resolution depending on the pass settings. const FIntRect ViewportRectIntermediate = bHalfRes ? GetHalfRect(ViewportRectFinal) : ViewportRectFinal; // Size of the final scene texture. const FIntPoint TextureSizeFinal = SceneTextureDesc.Extent; // Size of intermediate textures, which may be half resolution depending on pass settings. const FIntPoint TextureSizeIntermediate = bHalfRes ? GetHalfSize(TextureSizeFinal) : TextureSizeFinal; // Description shared by all intermediate pass textures. const FRDGTextureDesc TextureDescIntermediate = FRDGTextureDesc::Create2DDesc( TextureSizeIntermediate, PF_FloatRGBA, FClearValueBinding(), TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource, false); // Common subsurface parameters shared by all passes. const FSubsurfaceParameters SubsurfaceCommonParameters = GetSubsurfaceCommonParameters(GraphBuilder.RHICmdList, Context); // Texture handles used by subsurface passes. FRDGTextureRef SetupTexture = SceneTexture; FRDGTextureRef SubsurfaceTextureX = nullptr; FRDGTextureRef SubsurfaceTextureY = nullptr; FRDGTextureRef RecombineTexture = nullptr; // Sampler handles used by subsurface passes. FSamplerStateRHIParamRef PointClampSampler = TStaticSamplerState::GetRHI(); FSamplerStateRHIParamRef BilinearBorderState = TStaticSamplerState::GetRHI(); // Whether to use checkerboard rendering for subsurface passes (predicated on CVar and format). const bool bCheckerboard = IsSubsurfaceCheckerboardFormat(SceneTextureDesc.Format); // 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(TextureDescIntermediate, 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 = GetScreenPassInputParameters(SceneTexture, PointClampSampler); // Reading from the final target; writing to intermediate target. const FIntRect ViewportRect = ViewportRectIntermediate; const FIntRect TextureRect = ViewportRectFinal; const FIntPoint TextureSize = TextureSizeFinal; FSubsurfaceSetupPS::FPermutationDomain PixelShaderPermutationVector; PixelShaderPermutationVector.Set(bHalfRes); PixelShaderPermutationVector.Set(bCheckerboard); TShaderMapRef PixelShader(Context->ShaderMap, PixelShaderPermutationVector); AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("SubsurfaceSetup"), Context, ViewportRect, TextureRect, TextureSize, *PixelShader, PassParameters); } SubsurfaceTextureX = GraphBuilder.CreateTexture(TextureDescIntermediate, TEXT("SubsurfaceTextureX")); SubsurfaceTextureY = GraphBuilder.CreateTexture(TextureDescIntermediate, TEXT("SubsurfaceTextureY")); FSamplerStateRHIParamRef SubsurfaceSamplerState = FSubsurfacePS::GetSamplerState(); const FSubsurfacePS::EQuality SubsurfaceQuality = FSubsurfacePS::GetQuality(); static const TCHAR* SubsurfacePassNameByDirection[] = { TEXT("SubsurfaceX"), TEXT("SubsurfaceY") }; FRDGTextureRef SubsurfacePassOutputByDirection[] = { SubsurfaceTextureX, SubsurfaceTextureY }; FRDGTextureRef SubsurfacePassInputByDirection[] = { SetupTexture, SubsurfaceTextureX }; // 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); FSubsurfacePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->RenderTargets[0] = FRenderTargetBinding(SubsurfacePassOutputByDirection[DirectionIndex], ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore); PassParameters->SubsurfaceInput0 = GetScreenPassInputParameters(SubsurfacePassInputByDirection[DirectionIndex], SubsurfaceSamplerState); // Read / Write between intermediate targets. const FIntRect ViewportRect = ViewportRectIntermediate; const FIntRect TextureRect = ViewportRectIntermediate; const FIntPoint TextureSize = TextureSizeIntermediate; // If we are sampling from a subset of the texture (e.g. stereo rendering), we have to manually clamp UVs. const bool bManuallyClampUV = TextureSize != TextureRect.Size(); FSubsurfacePS::FPermutationDomain PixelShaderPermutationVector; PixelShaderPermutationVector.Set(Direction); PixelShaderPermutationVector.Set(SubsurfaceQuality); PixelShaderPermutationVector.Set(bManuallyClampUV); TShaderMapRef PixelShader(Context->ShaderMap, PixelShaderPermutationVector); AddDrawScreenPass(GraphBuilder, FRDGEventName(SubsurfacePassNameByDirection[DirectionIndex]), Context, ViewportRect, TextureRect, TextureSize, *PixelShader, PassParameters); } } RecombineTexture = GraphBuilder.CreateTexture(SceneTextureDesc, TEXT("SubsurfaceRecombine")); // If multiple views exist (e.g. VR) we need to copy all other viewports from the scene texture // to the recombine target so we don't lose them. if (Context->ViewFamily.Views.Num()) { FSubsurfaceViewportCopyPS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->RenderTargets[0] = FRenderTargetBinding(RecombineTexture, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore); PassParameters->SubsurfaceInput0 = GetScreenPassInputParameters(SceneTexture, PointClampSampler); const FIntPoint TextureSize = SceneTextureDesc.Extent; TShaderMapRef PixelShader(Context->ShaderMap); GraphBuilder.AddPass( RDG_EVENT_NAME("SubsurfaceViewportCopy"), PassParameters, ERenderGraphPassFlags::None, [Context, PixelShader, TextureSize, PassParameters](FRHICommandListImmediate& RHICmdList) { const FSceneViewFamily& ViewFamily = Context->ViewFamily; for (uint32 ViewId = 0, ViewCount = ViewFamily.Views.Num(); ViewId < ViewCount; ++ViewId) { const FViewInfo* LocalView = static_cast(ViewFamily.Views[ViewId]); // Skip the view we are currently processing. if (LocalView != &Context->View) { const FIntRect Rect = LocalView->ViewRect; DrawScreenPass(RHICmdList, Context, Rect, Rect, TextureSize, *PixelShader, *PassParameters); } } }); } // Recombines scattering result with scene color. { FSubsurfaceRecombinePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->RenderTargets[0] = FRenderTargetBinding(RecombineTexture, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::EStore); PassParameters->SubsurfaceInput0 = GetScreenPassInputParameters(SceneTexture, BilinearBorderState); // Scattering output target is only used when scattering is enabled. if (SubsurfaceMode != ESubsurfaceMode::Bypass) { PassParameters->SubsurfaceInput1 = GetScreenPassInputParameters(SubsurfaceTextureY, BilinearBorderState); } // Read from intermediate target; write to final target. const FIntRect ViewportRect = ViewportRectFinal; const FIntRect TextureRect = ViewportRectIntermediate; const FIntPoint TextureSize = TextureSizeIntermediate; const FSubsurfaceRecombinePS::EQuality RecombineQuality = FSubsurfaceRecombinePS::GetQuality(Context->View); FSubsurfaceRecombinePS::FPermutationDomain PixelShaderPermutationVector; PixelShaderPermutationVector.Set(SubsurfaceMode); PixelShaderPermutationVector.Set(RecombineQuality); PixelShaderPermutationVector.Set(bCheckerboard); TShaderMapRef PixelShader(Context->ShaderMap, PixelShaderPermutationVector); AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("SubsurfaceRecombine"), Context, ViewportRect, TextureRect, TextureSize, *PixelShader, PassParameters); } return RecombineTexture; } FRDGTextureRef VisualizeSubsurface( FRDGBuilder& GraphBuilder, FScreenPassContextRef Context, FRDGTextureRef SceneTexture) { check(Context); check(SceneTexture); FSamplerStateRHIParamRef PointClampState = TStaticSamplerState::GetRHI(); FRDGTextureRef VisualizeTexture = GraphBuilder.CreateTexture(SceneTexture->Desc, TEXT("SubsurfaceVisualize")); FSubsurfaceVisualizePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = GetSubsurfaceCommonParameters(GraphBuilder.RHICmdList, Context); PassParameters->RenderTargets[0] = FRenderTargetBinding(VisualizeTexture, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore); PassParameters->SubsurfaceInput0 = GetScreenPassInputParameters(SceneTexture, PointClampState); PassParameters->MiniFontTexture = GetMiniFontTexture(); GraphBuilder.AddPass( RDG_EVENT_NAME("SubsurfaceVisualize"), PassParameters, ERenderGraphPassFlags::None, [Context, SceneTexture, VisualizeTexture, PassParameters](FRHICommandListImmediate& RHICmdList) { const FIntRect ViewportRect = Context->ViewportRect; const FIntRect TextureRect = ViewportRect; const FIntPoint TextureSize = SceneTexture->Desc.Extent; TShaderMapRef PixelShader(Context->ShaderMap); DrawScreenPass(RHICmdList, Context, ViewportRect, TextureRect, TextureSize, *PixelShader, *PassParameters); // Draw debug text { const FSceneViewFamily& ViewFamily = Context->ViewFamily; FRenderTargetTemp TempRenderTarget(static_cast(VisualizeTexture->GetRHITexture()), TextureSize); FCanvas Canvas(&TempRenderTarget, nullptr, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context->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); } }); return VisualizeTexture; } FSubsurfaceVisualizeCompositePass::FSubsurfaceVisualizeCompositePass(FRHICommandList& RHICmdList) { // we need the GBuffer, we release it Process() FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, 1); } void FSubsurfaceVisualizeCompositePass::Process(FRenderingCompositePassContext& CompositePassContext) { FRHICommandListImmediate& RHICmdList = CompositePassContext.RHICmdList; FRDGBuilder GraphBuilder(RHICmdList); FScreenPassContext* Context = FScreenPassContext::Create(RHICmdList, CompositePassContext.View); FRDGTextureRef InputTexture = CreateRDGTextureForInput(GraphBuilder, ePId_Input0, TEXT("SceneColor"), eFC_0000); FRDGTextureRef OutputTexture = VisualizeSubsurface(GraphBuilder, Context, InputTexture); ExtractRDGTextureForOutput(GraphBuilder, ePId_Output0, OutputTexture); TRefCountPtr OutputTarget; GraphBuilder.QueueTextureExtraction(OutputTexture, &OutputTarget); GraphBuilder.Execute(); check(OutputTarget); RHICmdList.CopyToResolveTarget( OutputTarget->GetRenderTargetItem().TargetableTexture, OutputTarget->GetRenderTargetItem().ShaderResourceTexture, FResolveParams()); FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, -1); } FPooledRenderTargetDesc FSubsurfaceVisualizeCompositePass::ComputeOutputDesc(EPassOutputId InPassOutputId) const { FPooledRenderTargetDesc Ret = FSceneRenderTargets::Get_FrameConstantsOnly().GetSceneColor()->GetDesc(); Ret.Flags &= ~(TexCreate_FastVRAM | TexCreate_Transient); Ret.Reset(); Ret.DebugName = TEXT("SubsurfaceVisualize"); Ret.Format = PF_FloatRGBA; return Ret; }