// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessSubsurface.cpp: Screenspace subsurface scattering implementation. =============================================================================*/ #include "RendererPrivate.h" #include "ScenePrivate.h" #include "SceneFilterRendering.h" #include "PostProcessSubsurface.h" #include "PostProcessing.h" #include "SceneUtils.h" ENGINE_API const IPooledRenderTarget* GetSubsufaceProfileTexture_RT(FRHICommandListImmediate& RHICmdList); static TAutoConsoleVariable CVarSSSFilter( TEXT("r.SSS.Filter"), 1, TEXT("0: point filter (useful for testing, could be cleaner)\n") TEXT("1: bilinear filter"), ECVF_RenderThreadSafe | ECVF_Scalability); static TAutoConsoleVariable CVarSSSSampleSet( TEXT("r.SSS.SampleSet"), 2, TEXT("0: lowest quality\n") TEXT("1: medium quality\n") TEXT("2: high quality (default)"), ECVF_RenderThreadSafe | ECVF_Scalability); static TAutoConsoleVariable CVarSubsurfaceQuality( TEXT("r.SubsurfaceQuality"), 1, TEXT("Define the quality of the Screenspace subsurface scattering postprocess.\n") TEXT(" 0: low quality for speculars on subsurface materials\n") TEXT(" 1: higher quality as specular is separated before screenspace blurring (Only used if SceneColor has an alpha channel)"), ECVF_Scalability | ECVF_RenderThreadSafe); static bool SubsurfaceShouldCache(EShaderPlatform Platform) { //@todo-rco: Remove this when we fix the cross-compiler return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4) && !IsOpenGLPlatform(Platform); } // ------------------------------------------------------------- float GetSubsurfaceRadiusScale() { static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.SSS.Scale")); check(CVar); float Ret = CVar->GetValueOnRenderThread(); return FMath::Max(0.0f, Ret); } // ------------------------------------------------------------- /** Shared shader parameters needed for screen space subsurface scattering. */ class FSubsurfaceParameters { public: void Bind(const FShaderParameterMap& ParameterMap) { SSSParams.Bind(ParameterMap, TEXT("SSSParams")); SSProfilesTexture.Bind(ParameterMap, TEXT("SSProfilesTexture")); SSProfilesTextureSampler.Bind(ParameterMap, TEXT("SSProfilesTextureSampler")); } void SetParameters(FRHICommandList& RHICmdList, const FPixelShaderRHIParamRef& ShaderRHI, const FRenderingCompositePassContext& Context) const { { // from Separabale.usf: float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY)) // can be extracted out of projection matrix float ScaleCorrectionX = Context.View.ViewRect.Width() / (float)GSceneRenderTargets.GetBufferSizeXY().X; float ScaleCorrectionY = Context.View.ViewRect.Height() / (float)GSceneRenderTargets.GetBufferSizeXY().Y; // Divide by 3 as the kernels range from -3 to 3. const float KernelSize = 3.0f; // Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window): float DistanceToProjectionWindow = Context.View.ViewMatrices.ProjMatrix.M[0][0]; float SSSScaleZ = DistanceToProjectionWindow * GetSubsurfaceRadiusScale(); // * 0.5f: hacked in 0.5 - -1..1 to 0..1 but why this isn't in demo code? float SSSScaleX = SSSScaleZ / KernelSize * 0.5f; FVector4 ColorScale(SSSScaleX, SSSScaleZ, ScaleCorrectionX, ScaleCorrectionY); SetShaderValue(Context.RHICmdList, ShaderRHI, SSSParams, ColorScale); } { const IPooledRenderTarget* PooledRT = GetSubsufaceProfileTexture_RT(Context.RHICmdList); check(PooledRT); const FSceneRenderTargetItem& Item = PooledRT->GetRenderTargetItem(); SetTextureParameter(Context.RHICmdList, ShaderRHI, SSProfilesTexture, SSProfilesTextureSampler, TStaticSamplerState::GetRHI(), Item.ShaderResourceTexture); } } friend FArchive& operator<<(FArchive& Ar,FSubsurfaceParameters& P) { Ar << P.SSSParams << P.SSProfilesTexture << P.SSProfilesTextureSampler; return Ar; } private: FShaderParameter SSSParams; FShaderResourceParameter SSProfilesTexture; FShaderResourceParameter SSProfilesTextureSampler; }; // --------------------------------------------- /** * Encapsulates the post processing subsurface scattering pixel shader. */ class FPostProcessSubsurfaceVisualizePS : public FGlobalShader { DECLARE_SHADER_TYPE(FPostProcessSubsurfaceVisualizePS , Global); static bool ShouldCache(EShaderPlatform Platform) { return SubsurfaceShouldCache(Platform); } static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment); } /** Default constructor. */ FPostProcessSubsurfaceVisualizePS () {} public: FPostProcessPassParameters PostprocessParameter; FDeferredPixelShaderParameters DeferredParameters; FShaderResourceParameter MiniFontTexture; FSubsurfaceParameters SubsurfaceParameters; /** Initialization constructor. */ FPostProcessSubsurfaceVisualizePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture")); SubsurfaceParameters.Bind(Initializer.ParameterMap); } void SetParameters(const FRenderingCompositePassContext& Context) { const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings; const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader(); FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View); PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState::GetRHI()); DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View); SetTextureParameter(Context.RHICmdList, ShaderRHI, MiniFontTexture, GEngine->MiniFontTexture ? GEngine->MiniFontTexture->Resource->TextureRHI : GSystemTextures.WhiteDummy->GetRenderTargetItem().TargetableTexture); SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context); } // FShader interface. virtual bool Serialize(FArchive& Ar) { bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar); Ar << PostprocessParameter << DeferredParameters << MiniFontTexture << SubsurfaceParameters; return bShaderHasOutdatedParameters; } static const TCHAR* GetSourceFilename() { return TEXT("PostProcessSubsurface"); } static const TCHAR* GetFunctionName() { return TEXT("VisualizePS"); } }; IMPLEMENT_SHADER_TYPE3(FPostProcessSubsurfaceVisualizePS, SF_Pixel); void SetSubsurfaceVisualizeShader(const FRenderingCompositePassContext& Context) { TShaderMapRef VertexShader(Context.GetShaderMap()); TShaderMapRef PixelShader(Context.GetShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetParameters(Context); VertexShader->SetParameters(Context); } FRCPassPostProcessSubsurfaceVisualize::FRCPassPostProcessSubsurfaceVisualize() { // we need the GBuffer, we release it Process() GSceneRenderTargets.AdjustGBufferRefCount(1); } void FRCPassPostProcessSubsurfaceVisualize::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, SubsurfaceSetup); const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); if(!InputDesc) { // input is not hooked up correctly return; } const FSceneView& View = Context.View; const FSceneViewFamily& ViewFamily = *(View.Family); FIntPoint SrcSize = InputDesc->Extent; FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent; // e.g. 4 means the input texture is 4x smaller than the buffer size uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X; FIntRect SrcRect = View.ViewRect / ScaleFactor; FIntRect DestRect = SrcRect; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef()); // is optimized away if possible (RT size=view size, ) Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, DestRect); Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f ); // set the state Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI()); Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); SetSubsurfaceVisualizeShader(Context); // Draw a quad mapping scene color to the view's render target TShaderMapRef VertexShader(Context.GetShaderMap()); DrawRectangle( Context.RHICmdList, DestRect.Min.X, DestRect.Min.Y, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestSize, SrcSize, *VertexShader, EDRF_UseTriangleOptimization); { // this is a helper class for FCanvas to be able to get screen size class FRenderTargetTemp : public FRenderTarget { public: const FSceneView& View; const FTexture2DRHIRef Texture; FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture) : View(InView), Texture(InTexture) { } virtual FIntPoint GetSizeXY() const { return View.ViewRect.Size(); }; virtual const FTexture2DRHIRef& GetRenderTargetTexture() const { return Texture; } } TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture); FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel()); float X = 30; float Y = 28; const float YStep = 14; FString Line; 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 (GSubsufaceProfileTextureObject.GetEntryString(Index++, Line)) { Canvas.DrawShadowedString(X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1)); } Canvas.Flush_RenderThread(Context.RHICmdList); } Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); // we no longer need the GBuffer GSceneRenderTargets.AdjustGBufferRefCount(-1); } FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceVisualize::ComputeOutputDesc(EPassOutputId InPassOutputId) const { FPooledRenderTargetDesc Ret = GSceneRenderTargets.GetSceneColor()->GetDesc(); Ret.Reset(); Ret.DebugName = TEXT("SubsurfaceVisualize"); // alpha is used to store depth and renormalize (alpha==0 means there is no subsurface scattering) Ret.Format = PF_FloatRGBA; return Ret; } // --------------------------------------------- /** * Encapsulates the post processing subsurface scattering pixel shader. * @param SetupMode 0:without specular correction, 1:with specular correction */ template class FPostProcessSubsurfaceSetupPS : public FGlobalShader { DECLARE_SHADER_TYPE(FPostProcessSubsurfaceSetupPS , Global); static bool ShouldCache(EShaderPlatform Platform) { return SubsurfaceShouldCache(Platform); } static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment); OutEnvironment.SetDefine(TEXT("SETUP_MODE"), SetupMode); } /** Default constructor. */ FPostProcessSubsurfaceSetupPS () {} public: FPostProcessPassParameters PostprocessParameter; FDeferredPixelShaderParameters DeferredParameters; FShaderResourceParameter MiniFontTexture; FSubsurfaceParameters SubsurfaceParameters; /** Initialization constructor. */ FPostProcessSubsurfaceSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); SubsurfaceParameters.Bind(Initializer.ParameterMap); } void SetParameters(const FRenderingCompositePassContext& Context) { const FFinalPostProcessSettings& Settings = Context.View.FinalPostProcessSettings; const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader(); FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View); PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState::GetRHI()); DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View); SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context); } // FShader interface. virtual bool Serialize(FArchive& Ar) { bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar); Ar << PostprocessParameter << DeferredParameters << SubsurfaceParameters; return bShaderHasOutdatedParameters; } static const TCHAR* GetSourceFilename() { return TEXT("PostProcessSubsurface"); } static const TCHAR* GetFunctionName() { return TEXT("SetupPS"); } }; // #define avoids a lot of code duplication #define VARIATION1(A) typedef FPostProcessSubsurfaceSetupPS FPostProcessSubsurfaceSetupPS##A; \ IMPLEMENT_SHADER_TYPE2(FPostProcessSubsurfaceSetupPS##A, SF_Pixel); VARIATION1(0) VARIATION1(1) #undef VARIATION1 template void SetSubsurfaceSetupShader(const FRenderingCompositePassContext& Context) { TShaderMapRef VertexShader(Context.GetShaderMap()); TShaderMapRef > PixelShader(Context.GetShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetParameters(Context); VertexShader->SetParameters(Context); } static bool DoSpecularCorrection() { bool CVarState = CVarSubsurfaceQuality.GetValueOnRenderThread() > 0; int SceneColorFormat; { static IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.SceneColorFormat")); SceneColorFormat = CVar->GetInt(); } // we need an alpha channel for this feature return CVarState && (SceneColorFormat >= 4); } void FRCPassPostProcessSubsurfaceSetup::Process(FRenderingCompositePassContext& Context) { SCOPED_DRAW_EVENT(Context.RHICmdList, SubsurfaceSetup); const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); if(!InputDesc) { // input is not hooked up correctly return; } const FSceneView& View = Context.View; const FSceneViewFamily& ViewFamily = *(View.Family); FIntPoint SrcSize = InputDesc->Extent; FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent; // e.g. 4 means the input texture is 4x smaller than the buffer size uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X; FIntRect SrcRect = View.ViewRect / ScaleFactor; FIntRect DestRect = FIntRect::DivideAndRoundUp(SrcRect, 2); // upscale rectangle to not slightly scale SrcRect = DestRect * 2; const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context); // Set the view family's render target/viewport. SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef()); // is optimized away if possible (RT size=view size, ) Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, DestRect); Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f ); // set the state Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI()); Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); // reconstruct specular and add it in final pass bool bSpecularCorrection = DoSpecularCorrection(); if(bSpecularCorrection) { SetSubsurfaceSetupShader<1>(Context); } else { SetSubsurfaceSetupShader<0>(Context); } // Draw a quad mapping scene color to the view's render target TShaderMapRef VertexShader(Context.GetShaderMap()); DrawRectangle( Context.RHICmdList, DestRect.Min.X, DestRect.Min.Y, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestSize, SrcSize, *VertexShader, EDRF_UseTriangleOptimization); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams()); } FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const { FPooledRenderTargetDesc Ret = GSceneRenderTargets.GetSceneColor()->GetDesc(); Ret.Reset(); Ret.DebugName = TEXT("SubsurfaceSetup"); // alpha is used to store depth and renormalize (alpha==0 means there is no subsurface scattering) Ret.Format = PF_FloatRGBA; // half res Ret.Extent = FIntPoint::DivideAndRoundUp(Ret.Extent, 2); Ret.Extent.X = FMath::Max(1, Ret.Extent.X); Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y); return Ret; } /** Encapsulates the post processing subsurface pixel shader. */ // @param Direction 0: horizontal, 1:vertical // @param SampleSet 0:low, 1:med, 2:high template class TPostProcessSubsurfacePS : public FGlobalShader { DECLARE_SHADER_TYPE(TPostProcessSubsurfacePS, Global); static bool ShouldCache(EShaderPlatform Platform) { return SubsurfaceShouldCache(Platform); } static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment); OutEnvironment.SetDefine(TEXT("SSS_DIRECTION"), Direction); OutEnvironment.SetDefine(TEXT("SSS_SAMPLESET"), SampleSet); } /** Default constructor. */ TPostProcessSubsurfacePS() {} public: FPostProcessPassParameters PostprocessParameter; FDeferredPixelShaderParameters DeferredParameters; FSubsurfaceParameters SubsurfaceParameters; /** Initialization constructor. */ TPostProcessSubsurfacePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); SubsurfaceParameters.Bind(Initializer.ParameterMap); } // FShader interface. virtual bool Serialize(FArchive& Ar) { bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar); Ar << PostprocessParameter << DeferredParameters << SubsurfaceParameters; return bShaderHasOutdatedParameters; } void SetParameters(const FRenderingCompositePassContext& Context) { const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader(); FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View); DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View); if(CVarSSSFilter.GetValueOnRenderThread()) { PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState::GetRHI()); } else { PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState::GetRHI()); } SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context); } static const TCHAR* GetSourceFilename() { return TEXT("PostProcessSubsurface"); } static const TCHAR* GetFunctionName() { return TEXT("MainPS"); } }; // #define avoids a lot of code duplication #define VARIATION1(A) VARIATION2(A,0) VARIATION2(A,1) VARIATION2(A,2) #define VARIATION2(A, B) typedef TPostProcessSubsurfacePS TPostProcessSubsurfacePS##A##B; \ IMPLEMENT_SHADER_TYPE2(TPostProcessSubsurfacePS##A##B, SF_Pixel); VARIATION1(0) VARIATION1(1) VARIATION1(2) #undef VARIATION1 #undef VARIATION2 FRCPassPostProcessSubsurface::FRCPassPostProcessSubsurface(uint32 InDirection) : Direction(InDirection) { check(InDirection < 2); } template void SetSubsurfaceShader(const FRenderingCompositePassContext& Context, TShaderMapRef &VertexShader) { TShaderMapRef > PixelShader(Context.GetShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetParameters(Context); VertexShader->SetParameters(Context); } // 0:horizontal, 1: vertical template void SetSubsurfaceShaderSampleSet(const FRenderingCompositePassContext& Context, TShaderMapRef &VertexShader, uint32 SampleSet) { switch(SampleSet) { case 0: SetSubsurfaceShader(Context, VertexShader); break; case 1: SetSubsurfaceShader(Context, VertexShader); break; case 2: SetSubsurfaceShader(Context, VertexShader); break; default: check(0); } } void FRCPassPostProcessSubsurface::Process(FRenderingCompositePassContext& Context) { const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); check(InputDesc); { const IPooledRenderTarget* PooledRT = GetSubsufaceProfileTexture_RT(Context.RHICmdList); check(PooledRT); // for debugging GRenderTargetPool.VisualizeTexture.SetCheckPoint(Context.RHICmdList, PooledRT); } const FSceneView& View = Context.View; const FSceneViewFamily& ViewFamily = *(View.Family); FIntPoint SrcSize = InputDesc->Extent; FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent; check(DestSize.X); check(DestSize.Y); check(SrcSize.X); check(SrcSize.Y); // e.g. 4 means the input texture is 4x smaller than the buffer size uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X; FIntRect SrcRect = View.ViewRect / ScaleFactor; FIntRect DestRect = SrcRect; TRefCountPtr NewSceneColor; const FSceneRenderTargetItem* DestRenderTarget; { DestRenderTarget = &PassOutputs[0].RequestSurface(Context); check(DestRenderTarget); } // Set the view family's render target/viewport. SetRenderTarget(Context.RHICmdList, DestRenderTarget->TargetableTexture, FTextureRHIRef()); // is optimized away if possible (RT size=view size, ) Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestRect); Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f ); Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI()); Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); TShaderMapRef VertexShader(Context.GetShaderMap()); SCOPED_DRAW_EVENTF(Context.RHICmdList, SubsurfacePass, TEXT("SubsurfaceDirection#%d"), Direction); uint32 SampleSet = FMath::Clamp(CVarSSSSampleSet.GetValueOnRenderThread(), 0, 2); if (Direction == 0) { SetSubsurfaceShaderSampleSet<0>(Context, VertexShader, SampleSet); } else { SetSubsurfaceShaderSampleSet<1>(Context, VertexShader, SampleSet); } DrawRectangle( Context.RHICmdList, DestRect.Min.X, DestRect.Min.Y, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestSize, SrcSize, *VertexShader, EDRF_UseTriangleOptimization); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget->TargetableTexture, DestRenderTarget->ShaderResourceTexture, false, FResolveParams()); } FPooledRenderTargetDesc FRCPassPostProcessSubsurface::ComputeOutputDesc(EPassOutputId InPassOutputId) const { FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc; Ret.Reset(); Ret.DebugName = (Direction == 0) ? TEXT("SubsurfaceX") : TEXT("SubsurfaceY"); // the setup was done in half res but the actual sampling happens in full resolution Ret.Extent = GSceneRenderTargets.GetBufferSizeXY(); // half res Ret.Extent = FIntPoint::DivideAndRoundUp(Ret.Extent, 2); Ret.Extent.X = FMath::Max(1, Ret.Extent.X); Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y); return Ret; } /** Encapsulates the post processing subsurafce recombine pixel shader. */ // @param SpecularCorrection 0: reconstruct specular template class TPostProcessSubsurfaceRecombinePS : public FGlobalShader { DECLARE_SHADER_TYPE(TPostProcessSubsurfaceRecombinePS, Global); static bool ShouldCache(EShaderPlatform Platform) { return SubsurfaceShouldCache(Platform); } static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment) { FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment); OutEnvironment.SetDefine(TEXT("SSS_RECOMBINE_METHOD"), RecombineMethod); } /** Default constructor. */ TPostProcessSubsurfaceRecombinePS() {} public: FPostProcessPassParameters PostprocessParameter; FDeferredPixelShaderParameters DeferredParameters; FSubsurfaceParameters SubsurfaceParameters; /** Initialization constructor. */ TPostProcessSubsurfaceRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FGlobalShader(Initializer) { PostprocessParameter.Bind(Initializer.ParameterMap); DeferredParameters.Bind(Initializer.ParameterMap); SubsurfaceParameters.Bind(Initializer.ParameterMap); } // FShader interface. virtual bool Serialize(FArchive& Ar) { bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar); Ar << PostprocessParameter << DeferredParameters << SubsurfaceParameters; return bShaderHasOutdatedParameters; } void SetParameters(const FRenderingCompositePassContext& Context) { const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader(); FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View); DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View); PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState::GetRHI()); SubsurfaceParameters.SetParameters(Context.RHICmdList, ShaderRHI, Context); } static const TCHAR* GetSourceFilename() { return TEXT("PostProcessSubsurface"); } static const TCHAR* GetFunctionName() { return TEXT("SubsurfaceRecombinePS"); } }; // #define avoids a lot of code duplication #define VARIATION1(A) typedef TPostProcessSubsurfaceRecombinePS TPostProcessSubsurfaceRecombinePS##A; \ IMPLEMENT_SHADER_TYPE2(TPostProcessSubsurfaceRecombinePS##A, SF_Pixel); VARIATION1(0) VARIATION1(1) #undef VARIATION1 template void SetSubsurfaceRecombineShader(const FRenderingCompositePassContext& Context, TShaderMapRef &VertexShader) { TShaderMapRef > PixelShader(Context.GetShaderMap()); static FGlobalBoundShaderState BoundShaderState; SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); PixelShader->SetParameters(Context); VertexShader->SetParameters(Context); } void FRCPassPostProcessSubsurfaceRecombine::Process(FRenderingCompositePassContext& Context) { const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0); check(InputDesc); const FSceneView& View = Context.View; const FSceneViewFamily& ViewFamily = *(View.Family); FIntPoint SrcSize = InputDesc->Extent; FIntPoint DestSize = GSceneRenderTargets.GetBufferSizeXY(); check(DestSize.X); check(DestSize.Y); check(SrcSize.X); check(SrcSize.Y); // e.g. 4 means the input texture is 4x smaller than the buffer size uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X; FIntRect SrcRect = View.ViewRect / ScaleFactor; FIntRect DestRect = View.ViewRect; TRefCountPtr NewSceneColor; const FSceneRenderTargetItem* DestRenderTarget; { // in that case we directly render to the HDR scene color GRenderTargetPool.FindFreeElement(*GetInputDesc(ePId_Input1), NewSceneColor, TEXT("SceneColor")); DestRenderTarget = &NewSceneColor->GetRenderTargetItem(); } // Set the view family's render target/viewport. SetRenderTarget(Context.RHICmdList, DestRenderTarget->TargetableTexture, FTextureRHIRef()); // is optimized away if possible (RT size=view size, ) Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestRect); Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f ); Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI()); Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); TShaderMapRef VertexShader(Context.GetShaderMap()); bool bDoSpecularCorrection = DoSpecularCorrection(); SCOPED_DRAW_EVENTF(Context.RHICmdList, SubsurfacePass, TEXT("SubsurfacePassRecombine#%d"), (int32)bDoSpecularCorrection); if(bDoSpecularCorrection) { SetSubsurfaceRecombineShader<1>(Context, VertexShader); } else { SetSubsurfaceRecombineShader<0>(Context, VertexShader); } DrawRectangle( Context.RHICmdList, DestRect.Min.X, DestRect.Min.Y, DestRect.Width(), DestRect.Height(), SrcRect.Min.X, SrcRect.Min.Y, SrcRect.Width(), SrcRect.Height(), DestSize, SrcSize, *VertexShader, EDRF_UseTriangleOptimization); Context.RHICmdList.CopyToResolveTarget(DestRenderTarget->TargetableTexture, DestRenderTarget->ShaderResourceTexture, false, FResolveParams()); GSceneRenderTargets.SetSceneColor(NewSceneColor); } FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceRecombine::ComputeOutputDesc(EPassOutputId InPassOutputId) const { FPooledRenderTargetDesc Ret; Ret.DebugName = TEXT("SceneColor"); // we directly render to the HDR scene color return Ret; }