// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "../TransmissionCommon.ush" // Forward declarations uint PackColorLinearToGamma2AlphaLinear(float4 In); float4 UnpackColorGamma2ToLinearAlphaLinear(uint In); /////////////////////////////////////////////////////////////////////////////// // Sub-surface // // Stored in first slice as UINT // This is hot data that is often accessed by SSS related passes. struct FSubstrateSubsurfaceHeader { // 2 bits // SSS type: // 0: Invalid // 1: Wrap // 2: Diffusion // 3: Diffusion with profile // 30 bits of data. // If bIsProfile: 8bit profile radius, 8bits ProfileId, 16bits unused // If !bIsProfile: 101010 mean free path uint Bytes; }; // Sub-surface scattering types #define SSS_TYPE_INVALID (0u) #define SSS_TYPE_WRAP (1u) #define SSS_TYPE_DIFFUSION (2u) #define SSS_TYPE_DIFFUSION_PROFILE (3u) #define SSS_TYPE_SIMPLEVOLUME (4u) #define SSS_TYPE_COUNT (5u) // Note: SSSHeader only stores INVALID, WRAP, DIFFUSION, DIFFUSION_PROFILE type. This is because the type is represented onto 2bits and // other SSS types don't have/need side payload. This means SIMPLEVOLUME is trunked. #if SSS_TYPE_COUNT != 5 #error Update this code to ensure all SSS types requiering side payload can be represented in the 2bits allocated for types. #endif #define SSSHEADER_TYPE(Header) (Header.Bytes & 0x3) #define SSSHEADER_TYPE_MASK (0x00000003) void SubstrateSubSurfaceHeaderSetSSSType(inout FSubstrateSubsurfaceHeader SSSHeader, uint SSSType) { SSSHeader.Bytes &= (~SSSHEADER_TYPE_MASK); SSSHeader.Bytes |= SSSType & SSSHEADER_TYPE_MASK; } void SubstrateSubSurfaceHeaderSetProfile(inout FSubstrateSubsurfaceHeader SSSHeader, float RadiusScale, uint ProfileId) { SSSHeader.Bytes &= SSSHEADER_TYPE_MASK; SSSHeader.Bytes |= ProfileId << 24; SSSHeader.Bytes |= PackR8(RadiusScale) << 16; } void SubstrateSubSurfaceHeaderSetNonProfile(inout FSubstrateSubsurfaceHeader SSSHeader, float3 MeanFreePath) { SSSHeader.Bytes &= SSSHEADER_TYPE_MASK; SSSHeader.Bytes |= (Pack10F(MeanFreePath.x) << 22) | (Pack10F(MeanFreePath.y) << 12) | (Pack10F(MeanFreePath.z) << 2); } float SubstrateSubSurfaceGetWrapOpacityFromAnisotropy(float PhaseAnisotropy) { // Reinterpret the phase function anisotropy as 'opacity' value // * Forward/Backward phase function == Thin surface (i.e., opacity => 0) // * Isotropic phase function == Thick surface (i.e., opacity => 1) const float Opacity = 1.f - abs(PhaseAnisotropy); return Opacity; } void SubstrateSubSurfaceHeaderSetWrapOpacity(inout FSubstrateSubsurfaceHeader SSSHeader, float Opacity) { SSSHeader.Bytes &= SSSHEADER_TYPE_MASK; SSSHeader.Bytes |= PackR8(Opacity) << 2; } void SubstrateSubSurfaceHeaderSetWrap(inout FSubstrateSubsurfaceHeader SSSHeader, float PhaseAnisotropy) { const float Opacity = SubstrateSubSurfaceGetWrapOpacityFromAnisotropy(PhaseAnisotropy); SubstrateSubSurfaceHeaderSetWrapOpacity(SSSHeader, Opacity); } bool SubstrateSubSurfaceHeaderGetIsValid(in FSubstrateSubsurfaceHeader SSSHeader) { return SSSHEADER_TYPE(SSSHeader) != SSS_TYPE_INVALID; } bool SubstrateSubSurfaceHeaderHasExtras(in FSubstrateSubsurfaceHeader SSSHeader) { const uint SSSType = SSSHEADER_TYPE(SSSHeader); return SSSType == SSS_TYPE_DIFFUSION || SSSType == SSS_TYPE_DIFFUSION_PROFILE; } bool SubstrateSubSurfaceHeaderGetUseDiffusion(in FSubstrateSubsurfaceHeader SSSHeader) { const uint SSSType = SSSHEADER_TYPE(SSSHeader); return SSSType == SSS_TYPE_DIFFUSION || SSSType == SSS_TYPE_DIFFUSION_PROFILE; } bool SubstrateSubSurfaceHeaderGetIsProfile(in FSubstrateSubsurfaceHeader SSSHeader) { return SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_DIFFUSION_PROFILE; } bool SubstrateSubSurfaceHeaderGetIsWrap(in FSubstrateSubsurfaceHeader SSSHeader) { return SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_WRAP; } uint SubstrateSubSurfaceHeaderGetSSSType(in FSubstrateSubsurfaceHeader SSSHeader) { return SSSHEADER_TYPE(SSSHeader); } uint SubstrateSubSurfaceHeaderGetProfileId(in FSubstrateSubsurfaceHeader SSSHeader) { const uint SSSType = SSSHEADER_TYPE(SSSHeader); const uint ProfileId = (SSSType == SSS_TYPE_DIFFUSION_PROFILE) ? ((SSSHeader.Bytes >> 24) & 0xFF) : (SSSType == SSS_TYPE_DIFFUSION ? SSS_PROFILE_ID_PERPIXEL : SSS_PROFILE_ID_INVALID); return ProfileId; } float SubstrateSubSurfaceHeaderGetProfileRadiusScale(in FSubstrateSubsurfaceHeader SSSHeader) { const bool bIsValidAndProfile = SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_DIFFUSION_PROFILE; return bIsValidAndProfile ? UnpackR8(SSSHeader.Bytes >> 16) : 1.f; } float3 SubstrateSubSurfaceHeaderGetMFP(in FSubstrateSubsurfaceHeader SSSHeader) // Only when !IsProfile { return float3( Unpack10F(SSSHeader.Bytes >> 22), Unpack10F(SSSHeader.Bytes >> 12), Unpack10F(SSSHeader.Bytes >> 2)); } float SubstrateSubSurfaceHeaderGetWrapOpacity(in FSubstrateSubsurfaceHeader SSSHeader) { return SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_WRAP ? UnpackR8(SSSHeader.Bytes >> 2) : 1.0f; } float SubstrateSubSurfaceHeaderGetOpacity(in FSubstrateSubsurfaceHeader SSSHeader) { const uint SSSType = SSSHEADER_TYPE(SSSHeader); // Shadow 'Opacity' is based on legacy shading code // * SSS Wrap -> SubstrateSubSurfaceHeaderGetWrapOpacity() // * SSS Diffusion -> 1 // * SSS Diffusion Profile -> SubstrateSubSurfaceHeaderGetProfileRadiusScale() float Opacity = 1.0f; Opacity = SSSType == SSS_TYPE_DIFFUSION_PROFILE ? SubstrateSubSurfaceHeaderGetProfileRadiusScale(SSSHeader) : Opacity; Opacity = SSSType == SSS_TYPE_WRAP ? SubstrateSubSurfaceHeaderGetWrapOpacity(SSSHeader) : Opacity; return Opacity; } // Stored in second slice as UINT // This is cold data, rarely accessed struct FSubstrateSubsurfaceExtras { // float3 BaseColor; // alpha unused uint Bytes; }; void SubstrateSubsurfaceExtrasSetBaseColor(inout FSubstrateSubsurfaceExtras SSSExtras, float3 BaseColor) { SSSExtras.Bytes = PackColorLinearToGamma2AlphaLinear(float4(BaseColor, 0.0f)); } float3 SubstrateSubsurfaceExtrasGetBaseColor(in FSubstrateSubsurfaceExtras SSSExtras) { return UnpackColorGamma2ToLinearAlphaLinear(SSSExtras.Bytes).rgb; } struct FSubstrateSubsurfaceData { FSubstrateSubsurfaceHeader Header; FSubstrateSubsurfaceExtras Extras; }; FSubstrateSubsurfaceHeader SubstrateLoadSubsurfaceHeader(Texture2DArray SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos) { FSubstrateSubsurfaceHeader Header; Header.Bytes = SubstrateBuffer.Load(uint4(PixelPos, FirstSliceStoringSubstrateSSSData + 0, 0)); return Header; } FSubstrateSubsurfaceExtras SubstrateLoadSubsurfaceExtras(Texture2DArray SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos) { FSubstrateSubsurfaceExtras Extras; Extras.Bytes = SubstrateBuffer.Load(uint4(PixelPos, FirstSliceStoringSubstrateSSSData + 1, 0)); return Extras; } FSubstrateSubsurfaceData SubstrateLoadSubsurfaceData(Texture2DArray SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos) { FSubstrateSubsurfaceData SSSData; SSSData.Header = SubstrateLoadSubsurfaceHeader(SubstrateBuffer, FirstSliceStoringSubstrateSSSData, PixelPos); SSSData.Extras = SubstrateLoadSubsurfaceExtras(SubstrateBuffer, FirstSliceStoringSubstrateSSSData, PixelPos); return SSSData; } void SubstrateStoreSubsurfaceHeader(RWTexture2DArray SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos, uint HeaderBytes) { SubstrateBuffer[uint3(PixelPos, FirstSliceStoringSubstrateSSSData + 0)] = HeaderBytes; } void SubstrateStoreSubsurfaceExtras(RWTexture2DArray SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos, uint ExtraBytes) { SubstrateBuffer[uint3(PixelPos, FirstSliceStoringSubstrateSSSData + 1)] = ExtraBytes; } uint SubstrateSubsurfaceProfileIdTo8bits(float In) { // Similar encoding than ExtractSubsurfaceProfileInt. Valid profile ID start at 1. return uint(In * 255.0f + 0.5f); } /////////////////////////////////////////////////////////////////////////////// // Shadow and transmission // A structure that can be used to transfert Legacy/substrate data for light transmission. struct FSubsurfaceOpacityMFP { bool bDataIsOpacity; // If false, Data is a mean free path float Data; // MFP or Opacity float Density; // Must be stored separately from Opacity, because Opacity is used for some tests }; FSubsurfaceOpacityMFP GetInitialisedSubsurfaceOpacityMFP() { FSubsurfaceOpacityMFP SubsurfaceOpacityMFP; SubsurfaceOpacityMFP.bDataIsOpacity = true; SubsurfaceOpacityMFP.Data = 1.0; SubsurfaceOpacityMFP.Density = 0.0f; return SubsurfaceOpacityMFP; } float SubstrateShadowMFPToExtinction(float MFP) { const float Extinction = 1.0f / max(0.00001f, MFP); return Extinction; } float SubstrateShadowColoredMFPToGreyScaleMFP(float3 MFP) { return dot(MFP, (1.0f / 3.0f).xxx); } // Legacy conversion function, which translated Substrate sub-surface data into 'opacity' for shadow transmission purpose. FSubsurfaceOpacityMFP SubstrateGetSubsurfaceOpacityMFP(FSubstrateSubsurfaceHeader SSSHeader) { FSubsurfaceOpacityMFP SubsurfaceOpacityMFP = GetInitialisedSubsurfaceOpacityMFP(); const uint SSSType = SubstrateSubSurfaceHeaderGetSSSType(SSSHeader); if (SSSType == SSS_TYPE_DIFFUSION) { SubsurfaceOpacityMFP.bDataIsOpacity = false; const float3 ColoredMFP = SubstrateSubSurfaceHeaderGetMFP(SSSHeader); SubsurfaceOpacityMFP.Data = SubstrateShadowColoredMFPToGreyScaleMFP(ColoredMFP); SubsurfaceOpacityMFP.Density = 0.0f; } else if (SSSType == SSS_TYPE_DIFFUSION_PROFILE) { SubsurfaceOpacityMFP.bDataIsOpacity = true; const float ProfileRadiusScale = SubstrateSubSurfaceHeaderGetProfileRadiusScale(SSSHeader); // This clamp aligns with SubsurfaceDensityFromOpacity // Various engine paths treat these subsurface materials differently // even when they have Opacity = 1 in the material shader, so this is // important to avoid things like backface transmission being shadowed by // contact shadows and so on. const float Opacity = min(ProfileRadiusScale, 0.99f); SubsurfaceOpacityMFP.Data = Opacity; FTransmissionProfileParams TransmissionParams = GetTransmissionProfileParams(SubstrateSubSurfaceHeaderGetProfileId(SSSHeader)); SubsurfaceOpacityMFP.Density = SubsurfaceDensityFromOpacity(SubsurfaceOpacityMFP.Data) * TransmissionParams.ExtinctionScale * 3.1f; // This matches the weird computations done in CalcTransmissionThickness } else if (SSSType == SSS_TYPE_WRAP) { SubsurfaceOpacityMFP.bDataIsOpacity = true; // This clamp aligns with SubsurfaceDensityFromOpacity // Various engine paths treat these subsurface materials differently // even when they have Opacity = 1 in the material shader, so this is // important to avoid things like backface transmission being shadowed by // contact shadows and so on. const float Opacity = min(SubstrateSubSurfaceHeaderGetWrapOpacity(SSSHeader), 0.99f); SubsurfaceOpacityMFP.Data = Opacity; SubsurfaceOpacityMFP.Density = SubsurfaceDensityFromOpacity(SubsurfaceOpacityMFP.Data); } return SubsurfaceOpacityMFP; }