// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessSubsurface.cpp: Screenspace subsurface scattering implementation. Indirect dispatch implementation high level description 1. Initialize counters 2. Setup pass: record the tiles that need to draw Burley and Separable in two different buffer. 3. Indirect dispatch Burley. 4. Indirect dispatch Separable. 5. Recombine. =============================================================================*/ #include "PostProcess/PostProcessSubsurface.h" #include "PostProcess/SceneRenderTargets.h" #include "Engine/SubsurfaceProfile.h" #include "CanvasTypes.h" #include "RenderTargetTemp.h" #include "SystemTextures.h" #include "GenerateMips.h" #include "ClearQuad.h" namespace { // Subsurface common parameters 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 Separable 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 Separable 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 CVarSSSBurleyUpdateParameter( TEXT("r.SSS.Burley.AlwaysUpdateParametersFromSeparable"), 1, TEXT("0: Will not update parameters when the program loads.") TEXT("1: Always update from the separable when the program loads. (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); } // Define the size of subsurface group. Set to 16 to use LDS. #define SUBSURFACE_GROUP_SIZE 8 // Define to use a custom ps to clear UAV. #define USE_CUSTOM_ClearUAV ENGINE_API IPooledRenderTarget* GetSubsufaceProfileTexture_RT(FRHICommandListImmediate& RHICmdList); 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()); } int32 GetSSSFilter() { return CVarSSSFilter.GetValueOnRenderThread(); } int32 GetSSSSampleSet() { return CVarSSSSampleSet.GetValueOnRenderThread(); } int32 GetSSSQuality() { return CVarSSSQuality.GetValueOnRenderThread(); } // Returns the SS profile texture with a black fallback texture if none exists yet. // Actually we do not need this for the burley normalized SSS. FRHITexture* 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 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; } } // 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() BEGIN_SHADER_PARAMETER_STRUCT(FSubsurfaceSRVInput, ) SHADER_PARAMETER_STRUCT_INCLUDE(FScreenPassTextureViewportParameters, Viewport) SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, Texture) END_SHADER_PARAMETER_STRUCT(); // 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; } FSubsurfaceInput GetSubsurfaceInput(FRDGTextureRef Texture, const FScreenPassTextureViewportParameters& ViewportParameters) { FSubsurfaceInput Input; Input.Texture = Texture; Input.Viewport = ViewportParameters; return Input; } FSubsurfaceSRVInput GetSubsurfaceSRVInput(FRDGTextureSRVRef Texture, const FScreenPassTextureViewportParameters& ViewportParameters) { FSubsurfaceSRVInput Input; Input.Texture = Texture; Input.Viewport = ViewportParameters; return Input; } 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; } // Base class for a subsurface shader. class FSubsurfaceShader : public FGlobalShader { public: static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } 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 common 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 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::SM5); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceViewportCopyPS, "/Engine/Private/PostProcessSubsurface.usf", "SubsurfaceViewportCopyPS", SF_Pixel); //------------------------------------------------------------------------------------------- // Indirect dispatch class and functions //------------------------------------------------------------------------------------------- // Subsurface uniform buffer layout BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FSubsurfaceUniformParameters, ) SHADER_PARAMETER(uint32, MaxGroupCount) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FSubsurfaceUniformParameters, "SubsurfaceUniformParameters"); typedef TUniformBufferRef FSubsurfaceUniformRef; // Return a uniform buffer with values filled and with single frame lifetime FSubsurfaceUniformRef CreateUniformBuffer(FViewInfo const& View, int32 MaxGroupCount) { FSubsurfaceUniformParameters Parameters; Parameters.MaxGroupCount = MaxGroupCount; return FSubsurfaceUniformRef::CreateUniformBufferImmediate(Parameters, UniformBuffer_SingleFrame); } class FSubsurfaceInitValueBufferCS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceInitValueBufferCS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceInitValueBufferCS, FSubsurfaceShader); 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); OutEnvironment.SetDefine(TEXT("SUBSURFACE_BURLEY_COMPUTE"), 1); } BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_RDG_BUFFER_UAV(RWStructuredBuffer, RWSeparableGroupBuffer) SHADER_PARAMETER_RDG_BUFFER_UAV(RWStructuredBuffer, RWBurleyGroupBuffer) END_SHADER_PARAMETER_STRUCT() static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceInitValueBufferCS, "/Engine/Private/PostProcessSubsurface.usf", "InitValueBufferCS", SF_Compute); class FSubsurfaceBuildIndirectDispatchArgsCS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceBuildIndirectDispatchArgsCS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceBuildIndirectDispatchArgsCS, FSubsurfaceShader) 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); OutEnvironment.SetDefine(TEXT("SUBSURFACE_BURLEY_COMPUTE"), 1); } BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_REF(FSubsurfaceUniformParameters, SubsurfaceUniformParameters) SHADER_PARAMETER_RDG_BUFFER_UAV(RWStructuredBuffer, RWIndirectDispatchArgsBuffer) SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer, GroupBuffer) END_SHADER_PARAMETER_STRUCT() static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters) { return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceBuildIndirectDispatchArgsCS, "/Engine/Private/PostProcessSubsurface.usf", "BuildIndirectDispatchArgsCS", SF_Compute); class FSubsurfaceIndirectDispatchSetupCS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceIndirectDispatchSetupCS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceIndirectDispatchSetupCS, FSubsurfaceShader) 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); OutEnvironment.SetDefine(TEXT("SUBSURFACE_BURLEY_COMPUTE"), 1); } BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_INCLUDE(FSubsurfaceParameters, Subsurface) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput0) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler0) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, SetupTexture) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, ProfileEdgeMask) SHADER_PARAMETER_RDG_BUFFER_UAV(RWStructuredBuffer, RWSeparableGroupBuffer) SHADER_PARAMETER_RDG_BUFFER_UAV(RWStructuredBuffer, RWBurleyGroupBuffer) SHADER_PARAMETER_STRUCT_REF(FSubsurfaceUniformParameters, SubsurfaceUniformParameters) 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(FSubsurfaceIndirectDispatchSetupCS, "/Engine/Private/PostProcessSubsurface.usf", "SetupIndirectCS", SF_Compute); class FSubsurfaceIndirectDispatchCS : public FSubsurfaceShader { public: DECLARE_GLOBAL_SHADER(FSubsurfaceIndirectDispatchCS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceIndirectDispatchCS, FSubsurfaceShader); 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); OutEnvironment.SetDefine(TEXT("SUBSURFACE_BURLEY_COMPUTE"), 1); OutEnvironment.SetDefine(TEXT("ENABLE_VELOCITY"), 1); OutEnvironment.SetDefine(TEXT("SUBSURFACE_GROUP_SIZE"), SUBSURFACE_GROUP_SIZE); } BEGIN_SHADER_PARAMETER_STRUCT(FParameters, ) SHADER_PARAMETER_STRUCT_INCLUDE(FSubsurfaceParameters, Subsurface) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, SSSColorUAV) SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D, HistoryUAV) SHADER_PARAMETER_RDG_BUFFER_SRV(StructuredBuffer, GroupBuffer) SHADER_PARAMETER_RDG_BUFFER(StructuredBuffer, IndirectDispatchArgsBuffer) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput0) SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler0) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput1) // History SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler1) SHADER_PARAMETER_STRUCT(FSubsurfaceInput, SubsurfaceInput2) // Profile mask | Velocity SHADER_PARAMETER_SAMPLER(SamplerState, SubsurfaceSampler2) END_SHADER_PARAMETER_STRUCT() // Direction of the 1D separable filter. enum class EDirection : uint32 { Horizontal, Vertical, MAX }; enum class ESubsurfacePass : uint32 { PassOne, // Burley sampling (or Horizontal) pass pass one PassTwo, // Variance updating (or Vertical) pass pass two MAX }; // Controls the quality (number of samples) of the blur kernel. enum class EQuality : uint32 { Low, Medium, High, MAX }; // Need this to make hair denser in Burley to simulate the bilinear effect in Separable. // In bilinear setting, Separable samples horizontally and vertically sequentially on the same texture // This will blur the edge between non-subsurface scattering and subsurface scattering. For hair region // there are many small edges interleaving. Thus Bilinear makes the hair dense with small amount of hairs. // Since Burley only samples in one pass, it yields the correct result but the hair looks less dense. // So, for better appearance quality with less hair, we need to consider the non-subsurface samples, which // is set dark in setup pass, in the weighting function. To achieve a denser look when bilinear is enabled, // we consider the non-subsurface dark samples. enum class ENonSubsurfaceSampleStrategy : uint32 { Ignore, Considered, MAX }; enum class ESubsurfaceType : uint32 { BURLEY, SEPARABLE, MAX }; class FSubsurfacePassFunction : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_PASS", ESubsurfacePass); class FDimensionQuality : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_QUALITY", EQuality); class FNonSubsurfaceSamplerStrategy : SHADER_PERMUTATION_ENUM_CLASS("NONSUBSURFACE_SAMPLE_STRATEGY", ENonSubsurfaceSampleStrategy); class FSubsurfaceType : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_TYPE", ESubsurfaceType); class FDimensionHalfRes : SHADER_PERMUTATION_BOOL("SUBSURFACE_HALF_RES"); using FPermutationDomain = TShaderPermutationDomain; // Returns the sampler state based on the requested SSS filter CVar setting. static FRHISamplerState* GetSamplerState() { if (GetSSSFilter()) { // Trilinear is used for mipmap sampling return TStaticSamplerState::GetRHI();//SF_Bilinear } else { return TStaticSamplerState::GetRHI(); } } // Returns the SSS quality level requested by the SSS SampleSet CVar setting. static EQuality GetQuality() { return static_cast( FMath::Clamp( GetSSSSampleSet(), static_cast(FSubsurfaceIndirectDispatchCS::EQuality::Low), static_cast(FSubsurfaceIndirectDispatchCS::EQuality::High))); } static ENonSubsurfaceSampleStrategy GetStrategy() { if (GetSSSFilter()) { return ENonSubsurfaceSampleStrategy::Considered; } else { return ENonSubsurfaceSampleStrategy::Ignore; } } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceIndirectDispatchCS, "/Engine/Private/PostProcessSubsurface.usf", "MainIndirectDispatchCS", SF_Compute); // resolve textures that is not SRV // Encapsulates a simple copy pixel shader. class FSubsurfaceSRVResolvePS : public FSubsurfaceShader { DECLARE_GLOBAL_SHADER(FSubsurfaceSRVResolvePS); SHADER_USE_PARAMETER_STRUCT(FSubsurfaceSRVResolvePS, 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::SM5); } }; IMPLEMENT_GLOBAL_SHADER(FSubsurfaceSRVResolvePS, "/Engine/Private/PostProcessSubsurface.usf", "SubsurfaceViewportCopyPS", SF_Pixel); //------------------------------------------------------------------------------------------- // End indirect dispatch class //------------------------------------------------------------------------------------------- FRDGTextureRef ResolveTextureToSRV(FRDGBuilder& GraphBuilder, FRDGTextureRef InputTexture, const FScreenPassViewInfo& ScreenPassView, const FScreenPassTextureViewport& SceneViewport) { const FViewInfo& View = ScreenPassView.View; FRDGTextureDesc SRVDesc = InputTexture->Desc; // if this texture can be used as SRV, we ignore this function call. if (SRVDesc.TargetableFlags &TexCreate_ShaderResource) { return InputTexture; } SRVDesc.TargetableFlags |= TexCreate_ShaderResource; FRDGTextureRef SRVTextureOutput = GraphBuilder.CreateTexture(SRVDesc, InputTexture->Desc.DebugName); FSubsurfaceSRVResolvePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->RenderTargets[0] = FRenderTargetBinding(SRVTextureOutput, ERenderTargetLoadAction::ENoAction); PassParameters->SubsurfaceInput0_Texture = InputTexture; PassParameters->SubsurfaceSampler0 = TStaticSamplerState::GetRHI(); TShaderMapRef PixelShader(View.ShaderMap); AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("SubsurfaceTextureResolve"), ScreenPassView, SceneViewport, SceneViewport, *PixelShader, PassParameters); return SRVTextureOutput; } FRDGTextureRef CreateBlackUAVTexture(FRDGBuilder& GraphBuilder, FRDGTextureDesc SRVDesc, const TCHAR* Name, const FScreenPassViewInfo& ScreenPassView, const FScreenPassTextureViewport& SceneViewport) { #ifdef USE_CUSTOM_ClearUAV const FViewInfo& View = ScreenPassView.View; SRVDesc.TargetableFlags |= TexCreate_ShaderResource | TexCreate_UAV; FRDGTextureRef SRVTextureOutput = GraphBuilder.CreateTexture(SRVDesc, Name); FSubsurfaceSRVResolvePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->RenderTargets[0] = FRenderTargetBinding(SRVTextureOutput, ERenderTargetLoadAction::ENoAction); PassParameters->SubsurfaceInput0_Texture = GraphBuilder.RegisterExternalTexture(GSystemTextures.BlackDummy); PassParameters->SubsurfaceSampler0 = TStaticSamplerState::GetRHI(); TShaderMapRef PixelShader(View.ShaderMap); AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("ClearUAV"), ScreenPassView, SceneViewport, SceneViewport, *PixelShader, PassParameters); #else FRDGTextureRef SRVTextureOutput = GraphBuilder.CreateTexture(SRVDesc, Name); FRDGTextureUAVDesc UAVClearDesc(SRVTextureOutput, 0); ClearUAV(GraphBuilder, FRDGEventName(TEXT("ClearUAV")), GraphBuilder.CreateUAV(UAVClearDesc), FLinearColor::Black); #endif return SRVTextureOutput; } // Helper function to use external textures for the current GraphBuilder. // When the texture is null, we use BlackDummy. FRDGTextureRef RegisterExternalRenderTarget(FRDGBuilder& GraphBuilder, TRefCountPtr* PtrExternalTexture, FIntPoint CurentViewExtent, const TCHAR* Name) { FRDGTextureRef RegisteredTexture = NULL; if (!PtrExternalTexture || !(*PtrExternalTexture)) { RegisteredTexture = GraphBuilder.RegisterExternalTexture(GSystemTextures.BlackDummy, Name); } else { if (CurentViewExtent != (*PtrExternalTexture)->GetDesc().Extent) { RegisteredTexture = GraphBuilder.RegisterExternalTexture(GSystemTextures.BlackDummy, Name); } else { RegisteredTexture = GraphBuilder.RegisterExternalTexture(*PtrExternalTexture, Name); } } return RegisteredTexture; } // 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 = GetSSSQuality(); // 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); 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); const FIntPoint TileDimension = FIntPoint::DivideAndRoundUp(SubsurfaceViewport.Extent, SUBSURFACE_GROUP_SIZE); const int32 MaxGroupCount = TileDimension.X*TileDimension.Y; const FRDGTextureDesc SubsurfaceTextureDescriptor = FRDGTextureDesc::Create2DDesc( SubsurfaceViewport.Extent, PF_FloatRGBA, FClearValueBinding(), TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV, false); const FRDGTextureDesc SubsurfaceTextureWith6MipsDescriptor = FRDGTextureDesc::Create2DDesc( SubsurfaceViewport.Extent, PF_FloatRGBA, FClearValueBinding(), TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV, false, 6); const FSubsurfaceParameters SubsurfaceCommonParameters = GetSubsurfaceCommonParameters(GraphBuilder.RHICmdList, View); const FScreenPassTextureViewportParameters SubsurfaceViewportParameters = GetScreenPassTextureViewportParameters(SubsurfaceViewport); const FScreenPassTextureViewportParameters SceneViewportParameters = GetScreenPassTextureViewportParameters(SceneViewport); FRDGTextureRef SetupTexture = SceneTexture; FRDGTextureRef SubsurfaceSubpassOneTex = nullptr; FRDGTextureRef SubsurfaceSubpassTwoTex = nullptr; FRHISamplerState* PointClampSampler = TStaticSamplerState::GetRHI(); FRHISamplerState* BilinearBorderSampler = TStaticSamplerState::GetRHI(); //History texture FSceneViewState* ViewState = (FSceneViewState*)View.State; TRefCountPtr* QualityHistoryState = ViewState ? &ViewState->SubsurfaceScatteringQualityHistoryRT : NULL; //allocate/reallocate the quality history texture. FRDGTextureRef QualityHistoryTexture = RegisterExternalRenderTarget(GraphBuilder, QualityHistoryState, SubsurfaceTextureDescriptor.Extent, TEXT("QualityHistoryTexture")); FRDGTextureRef NewQualityHistoryTexture = nullptr; //----------------------------------------------------------------------------------------------------------------------------------- // /** * 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(SubsurfaceTextureWith6MipsDescriptor, TEXT("SubsurfaceSetupTexture")); // Profile masks (between subsurface and non-subsurface) to reduce convergence. // Notes: variance based sampling algorithm samples too many samples at the edge because it has a high variance due to TAA jittering. // we need to identify them and limit the number of samples at the edge. // We also record the profile of the pixel for half resolution usage. const FRDGTextureDesc ProfileEdgeMaskDescriptor = FRDGTextureDesc::Create2DDesc( SubsurfaceViewport.Extent, PF_FloatRGBA, FClearValueBinding(), TexCreate_None, TexCreate_RenderTargetable | TexCreate_ShaderResource | TexCreate_UAV, false); FRDGTextureRef ProfileEdgeMask = GraphBuilder.CreateTexture(ProfileEdgeMaskDescriptor, TEXT("ProfileEdgeMask")); FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(GraphBuilder.RHICmdList); FRDGTextureRef VelocityTexture = RegisterExternalRenderTarget(GraphBuilder, &(SceneContext.SceneVelocity), SubsurfaceTextureDescriptor.Extent, TEXT("Velocity")); FSubsurfaceUniformRef UniformBuffer = CreateUniformBuffer(View, MaxGroupCount); NewQualityHistoryTexture = CreateBlackUAVTexture(GraphBuilder, SubsurfaceTextureDescriptor, TEXT("SubsurfaceQualityHistoryState"), ScreenPassView, SceneViewport); // Initialize the group buffer FRDGBufferRef SeparableGroupBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateStructuredDesc(sizeof(uint32), 2*(MaxGroupCount + 1)), TEXT("SeparableGroupBuffer"));; FRDGBufferRef BurleyGroupBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateStructuredDesc(sizeof(uint32), 2*(MaxGroupCount + 1)), TEXT("BurleyGroupBuffer"));; FRDGBufferRef SeparableIndirectDispatchArgsBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateIndirectDesc(4), TEXT("SeprableIndirectDispatchArgs")); FRDGBufferRef BurleyIndirectDispatchArgsBuffer = GraphBuilder.CreateBuffer(FRDGBufferDesc::CreateIndirectDesc(4), TEXT("BurleyIndirectDispatchArgs")); // Initialize the group counters { typedef FSubsurfaceInitValueBufferCS SHADER; TShaderMapRef ComputeShader(View.ShaderMap); SHADER::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->RWBurleyGroupBuffer = GraphBuilder.CreateUAV(BurleyGroupBuffer, EPixelFormat::PF_R32_UINT); PassParameters->RWSeparableGroupBuffer = GraphBuilder.CreateUAV(SeparableGroupBuffer, EPixelFormat::PF_R32_UINT); FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("InitGroupCounter"), *ComputeShader, PassParameters, FIntVector(1, 1, 1)); } // Call the indirect setup { FRDGTextureSRVDesc SceneTextureSRVDesc = FRDGTextureSRVDesc::Create(SceneTexture); FRDGTextureUAVDesc SetupTextureOutDesc(SetupTexture, 0); FRDGTextureUAVDesc ProfileEdgeMaskDesc(ProfileEdgeMask, 0); typedef FSubsurfaceIndirectDispatchSetupCS SHADER; SHADER::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->SubsurfaceInput0 = GetSubsurfaceInput(SceneTexture, SceneViewportParameters); PassParameters->SubsurfaceSampler0 = PointClampSampler; PassParameters->ProfileEdgeMask = GraphBuilder.CreateUAV(ProfileEdgeMaskDesc); PassParameters->SetupTexture = GraphBuilder.CreateUAV(SetupTextureOutDesc); PassParameters->RWBurleyGroupBuffer = GraphBuilder.CreateUAV(BurleyGroupBuffer, EPixelFormat::PF_R32_UINT); PassParameters->RWSeparableGroupBuffer = GraphBuilder.CreateUAV(SeparableGroupBuffer, EPixelFormat::PF_R32_UINT); PassParameters->SubsurfaceUniformParameters = UniformBuffer; SHADER::FPermutationDomain ComputeShaderPermutationVector; ComputeShaderPermutationVector.Set(bHalfRes); ComputeShaderPermutationVector.Set(bCheckerboard); TShaderMapRef ComputeShader(View.ShaderMap, ComputeShaderPermutationVector); FIntPoint ComputeGroupCount = FIntPoint::DivideAndRoundUp(SubsurfaceViewport.Extent, SUBSURFACE_GROUP_SIZE); FComputeShaderUtils::AddPass(GraphBuilder, RDG_EVENT_NAME("SubsurfaceSetup"), *ComputeShader, PassParameters, FIntVector(ComputeGroupCount.X, ComputeGroupCount.Y, 1)); } { //Generate mipmaps for the diffuse scene color and depth, use bilinear filter FGenerateMips::Execute(&GraphBuilder, SetupTexture, BilinearBorderSampler); } typedef FSubsurfaceIndirectDispatchCS SHADER; FRHISamplerState* SubsurfaceSamplerState = SHADER::GetSamplerState(); const SHADER::EQuality SubsurfaceQuality = SHADER::GetQuality(); // Store the buffer const FRDGBufferRef SubsurfaceBufferUsage[] = { BurleyGroupBuffer, SeparableGroupBuffer }; const FRDGBufferRef SubsurfaceBufferArgs[] = { BurleyIndirectDispatchArgsBuffer, SeparableIndirectDispatchArgsBuffer }; const TCHAR* SubsurfacePhaseName[] = { TEXT("BuildBurleyIndirectDispatchArgs"),TEXT("BuildSeparableIndirectDispatchArgs") }; // Setup the indirect arguments. { const int NumOfSubsurfaceType = 2; for (int SubsurfaceTypeIndex = 0; SubsurfaceTypeIndex < NumOfSubsurfaceType; ++SubsurfaceTypeIndex) { typedef FSubsurfaceBuildIndirectDispatchArgsCS ARGSETUPSHADER; ARGSETUPSHADER::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->SubsurfaceUniformParameters = UniformBuffer; PassParameters->RWIndirectDispatchArgsBuffer = GraphBuilder.CreateUAV(SubsurfaceBufferArgs[SubsurfaceTypeIndex], EPixelFormat::PF_R32_UINT); PassParameters->GroupBuffer = GraphBuilder.CreateSRV(SubsurfaceBufferUsage[SubsurfaceTypeIndex], EPixelFormat::PF_R32_UINT); TShaderMapRef ComputeShader(View.ShaderMap); FComputeShaderUtils::AddPass(GraphBuilder, FRDGEventName(SubsurfacePhaseName[SubsurfaceTypeIndex]), *ComputeShader, PassParameters, FIntVector(1, 1, 1)); } } // Major pass to combine Burley and Separable { SubsurfaceSubpassOneTex = CreateBlackUAVTexture(GraphBuilder, SubsurfaceTextureWith6MipsDescriptor, TEXT("SubsurfaceSubpassOneTex"), ScreenPassView, SceneViewport); SubsurfaceSubpassTwoTex = CreateBlackUAVTexture(GraphBuilder, SubsurfaceTextureWith6MipsDescriptor, TEXT("SubsurfaceSubpassTwoTex"), ScreenPassView, SceneViewport); struct FSubsurfacePassInfo { FSubsurfacePassInfo(const TCHAR* InName, FRDGTextureRef InInput, FRDGTextureRef InOutput, SHADER::ESubsurfaceType InSurfaceType, SHADER::ESubsurfacePass InSurfacePass) : Name(InName), Input(InInput), Output(InOutput), SurfaceType(InSurfaceType), SubsurfacePass(InSurfacePass) {} const TCHAR* Name; FRDGTextureRef Input; FRDGTextureRef Output; SHADER::ESubsurfaceType SurfaceType; SHADER::ESubsurfacePass SubsurfacePass; }; const int NumOfSubsurfacePass = 4; const FSubsurfacePassInfo SubsurfacePassInfos[NumOfSubsurfacePass] = { { TEXT("SubsurfacePassOne_Burley"), SetupTexture, SubsurfaceSubpassOneTex, SHADER::ESubsurfaceType::BURLEY , SHADER::ESubsurfacePass::PassOne}, //Burley main pass { TEXT("SubsurfacePassTwo_SepHon"), SetupTexture, SubsurfaceSubpassOneTex, SHADER::ESubsurfaceType::SEPARABLE, SHADER::ESubsurfacePass::PassOne}, //Separable horizontal { TEXT("SubsurfacePassThree_SepVer"), SubsurfaceSubpassOneTex, SubsurfaceSubpassTwoTex, SHADER::ESubsurfaceType::SEPARABLE, SHADER::ESubsurfacePass::PassTwo}, //Separable Vertical { TEXT("SubsurfacePassFour_BVar"), SubsurfaceSubpassOneTex, SubsurfaceSubpassTwoTex, SHADER::ESubsurfaceType::BURLEY , SHADER::ESubsurfacePass::PassTwo} //Burley Variance }; //Dispatch the two phase for both SSS for (int PassIndex = 0; PassIndex < NumOfSubsurfacePass; ++PassIndex) { const FSubsurfacePassInfo& PassInfo = SubsurfacePassInfos[PassIndex]; const SHADER::ESubsurfaceType SubsurfaceType = PassInfo.SurfaceType; const auto SubsurfacePassFunction = PassInfo.SubsurfacePass; const int SubsurfaceTypeIndex = static_cast(SubsurfaceType); FRDGTextureRef TextureInput = PassInfo.Input; FRDGTextureRef TextureOutput = PassInfo.Output; FRDGTextureUAVDesc SSSColorUAVDesc(TextureOutput, 0); FRDGTextureSRVDesc InputSRVDesc = FRDGTextureSRVDesc::Create(TextureInput); SHADER::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->SSSColorUAV = GraphBuilder.CreateUAV(SSSColorUAVDesc); PassParameters->SubsurfaceInput0 = GetSubsurfaceInput(TextureInput, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler0 = SubsurfaceSamplerState; PassParameters->GroupBuffer = GraphBuilder.CreateSRV(SubsurfaceBufferUsage[SubsurfaceTypeIndex], EPixelFormat::PF_R32_UINT); PassParameters->IndirectDispatchArgsBuffer = SubsurfaceBufferArgs[SubsurfaceTypeIndex]; // need to maintain a reference to the indirect dispatch args. if (SubsurfaceType == SHADER::ESubsurfaceType::SEPARABLE) { PassParameters->SubsurfaceInput2 = GetSubsurfaceInput(ProfileEdgeMask, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler2 = PointClampSampler; } if (SubsurfacePassFunction == SHADER::ESubsurfacePass::PassOne && SubsurfaceType == SHADER::ESubsurfaceType::BURLEY) { PassParameters->SubsurfaceInput1 = GetSubsurfaceInput(QualityHistoryTexture, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler1 = PointClampSampler; PassParameters->SubsurfaceInput2 = GetSubsurfaceInput(ProfileEdgeMask, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler2 = PointClampSampler; } if (SubsurfacePassFunction == SHADER::ESubsurfacePass::PassTwo && SubsurfaceType == SHADER::ESubsurfaceType::BURLEY) { PassParameters->HistoryUAV = GraphBuilder.CreateUAV(FRDGTextureUAVDesc(NewQualityHistoryTexture, 0)); PassParameters->SubsurfaceInput1 = GetSubsurfaceInput(QualityHistoryTexture, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler1 = PointClampSampler; PassParameters->SubsurfaceInput2 = GetSubsurfaceInput(VelocityTexture, SubsurfaceViewportParameters); PassParameters->SubsurfaceSampler2 = PointClampSampler; } SHADER::FPermutationDomain ComputeShaderPermutationVector; ComputeShaderPermutationVector.Set(SubsurfacePassFunction); ComputeShaderPermutationVector.Set(SHADER::GetQuality()); ComputeShaderPermutationVector.Set(SHADER::GetStrategy()); ComputeShaderPermutationVector.Set(SubsurfaceType); ComputeShaderPermutationVector.Set(bHalfRes); TShaderMapRef ComputeShader(View.ShaderMap, ComputeShaderPermutationVector); FComputeShaderUtils::AddPass(GraphBuilder, FRDGEventName(PassInfo.Name), *ComputeShader, PassParameters, SubsurfaceBufferArgs[SubsurfaceTypeIndex], 0); } } // Replace the history if (QualityHistoryState) GraphBuilder.QueueTextureExtraction(NewQualityHistoryTexture, QualityHistoryState, true); } // Recombines scattering result with scene color. { FSubsurfaceRecombinePS::FParameters* PassParameters = GraphBuilder.AllocParameters(); PassParameters->Subsurface = SubsurfaceCommonParameters; PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneTextureOutput, SceneTextureLoadAction); 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(SubsurfaceSubpassTwoTex, 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; } FRDGTextureDesc SceneColorDesc = SceneTexture->Desc; SceneColorDesc.TargetableFlags &= ~TexCreate_UAV; SceneColorDesc.TargetableFlags |= TexCreate_RenderTargetable; FRDGTextureRef SceneTextureOutput = GraphBuilder.CreateTexture(SceneColorDesc, 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); 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, ERDGPassFlags::Raster, [&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); const FScreenPassTextureViewport TextureViewport(View.ViewRect, InputTextureSize); DrawScreenPass(RHICmdList, ScreenPassView, TextureViewport, TextureViewport, *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); 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, ERDGPassFlags::Raster, [ScreenPassView, SceneViewport, SceneTextureOutput, PixelShader, PassParameters](FRHICommandListImmediate& RHICmdList) { DrawScreenPass(RHICmdList, ScreenPassView, SceneViewport, SceneViewport, *PixelShader, *PassParameters); // Draw debug text { const FViewInfo& LocalView = ScreenPassView.View; const FSceneViewFamily& ViewFamily = *LocalView.Family; FRenderTargetTemp TempRenderTarget(static_cast(SceneTextureOutput->GetRHI()), SceneTextureOutput->Desc.Extent); FCanvas Canvas(&TempRenderTarget, nullptr, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, LocalView.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& InRHICmdList, FRenderingCompositionGraph& Graph, FRenderingCompositeOutputRef Input) { // we need the GBuffer, we release it Process() FSceneRenderTargets::Get(InRHICmdList).AdjustGBufferRefCount(InRHICmdList, 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); } //////////////////////////////////////////////////////////////////////////