You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
no backscattering yet, might replace Preintegrated and Subsurface shading models, can be optimized, postprocess pass only runs if an object on the screen is using it, uses SeparableSSS by Jorge Jimenez and Diego Gutierrez [CL 2236313 by Martin Mittring in Main branch]
408 lines
13 KiB
C++
408 lines
13 KiB
C++
// 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"
|
|
|
|
|
|
|
|
/** Encapsulates the post processing ambient occlusion pixel shader. */
|
|
template <uint32 SpecularCorrection>
|
|
class FPostProcessSubsurfaceSetupPS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessSubsurfaceSetupPS , Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform, OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("SSSS_SPECULAR_CORRECTION"), SpecularCorrection);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessSubsurfaceSetupPS () {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FDeferredPixelShaderParameters DeferredParameters;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessSubsurfaceSetupPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
DeferredParameters.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<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
|
|
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar)
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << DeferredParameters;
|
|
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<A> FPostProcessSubsurfaceSetupPS##A; \
|
|
IMPLEMENT_SHADER_TYPE2(FPostProcessSubsurfaceSetupPS##A, SF_Pixel);
|
|
|
|
VARIATION1(0) VARIATION1(1)
|
|
|
|
#undef VARIATION1
|
|
|
|
|
|
template <uint32 SpecularCorrection>
|
|
void SetSubsurfaceSetupShader(const FRenderingCompositePassContext& Context)
|
|
{
|
|
TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
|
|
TShaderMapRef<FPostProcessSubsurfaceSetupPS<SpecularCorrection> > PixelShader(GetGlobalShaderMap());
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
|
|
SetGlobalBoundShaderState(Context.RHICmdList, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
PixelShader->SetParameters(Context);
|
|
VertexShader->SetParameters(Context);
|
|
}
|
|
|
|
static TAutoConsoleVariable<int> 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 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(PostProcessSubsurfaceSetup, DEC_SCENE_ITEMS);
|
|
|
|
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<false, CF_Always>::GetRHI());
|
|
|
|
if(DoSpecularCorrection())
|
|
{
|
|
// with separate specular
|
|
SetSubsurfaceSetupShader<1>(Context);
|
|
}
|
|
else
|
|
{
|
|
// no separate specular
|
|
SetSubsurfaceSetupShader<0>(Context);
|
|
}
|
|
|
|
// Draw a quad mapping scene color to the view's render target
|
|
TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
|
|
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 = PassInputs[0].GetOutput()->RenderTargetDesc;
|
|
|
|
Ret.Reset();
|
|
Ret.DebugName = TEXT("SubsurfaceSetup");
|
|
// we don't need alpha any more
|
|
Ret.Format = PF_FloatRGB;
|
|
|
|
return Ret;
|
|
}
|
|
|
|
|
|
/** Encapsulates the post processing down sample pixel shader. */
|
|
template <uint32 Method>
|
|
class FPostProcessSubsurfacePS : public FGlobalShader
|
|
{
|
|
DECLARE_SHADER_TYPE(FPostProcessSubsurfacePS, Global);
|
|
|
|
static bool ShouldCache(EShaderPlatform Platform)
|
|
{
|
|
return IsFeatureLevelSupported(Platform, ERHIFeatureLevel::SM4);
|
|
}
|
|
|
|
static void ModifyCompilationEnvironment(EShaderPlatform Platform, FShaderCompilerEnvironment& OutEnvironment)
|
|
{
|
|
FGlobalShader::ModifyCompilationEnvironment(Platform,OutEnvironment);
|
|
OutEnvironment.SetDefine(TEXT("METHOD"), Method);
|
|
}
|
|
|
|
/** Default constructor. */
|
|
FPostProcessSubsurfacePS() {}
|
|
|
|
public:
|
|
FPostProcessPassParameters PostprocessParameter;
|
|
FDeferredPixelShaderParameters DeferredParameters;
|
|
FShaderParameter SSSParams;
|
|
FShaderResourceParameter SSProfilesTexture;
|
|
FShaderResourceParameter SSProfilesTextureSampler;
|
|
|
|
/** Initialization constructor. */
|
|
FPostProcessSubsurfacePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
|
|
: FGlobalShader(Initializer)
|
|
{
|
|
PostprocessParameter.Bind(Initializer.ParameterMap);
|
|
DeferredParameters.Bind(Initializer.ParameterMap);
|
|
SSSParams.Bind(Initializer.ParameterMap, TEXT("SSSParams"));
|
|
SSProfilesTexture.Bind(Initializer.ParameterMap, TEXT("SSProfilesTexture"));
|
|
SSProfilesTextureSampler.Bind(Initializer.ParameterMap, TEXT("SSProfilesTextureSampler"));
|
|
}
|
|
|
|
// FShader interface.
|
|
virtual bool Serialize(FArchive& Ar)
|
|
{
|
|
bool bShaderHasOutdatedParameters = FGlobalShader::Serialize(Ar);
|
|
Ar << PostprocessParameter << DeferredParameters << SSSParams << SSProfilesTexture << SSProfilesTextureSampler;
|
|
return bShaderHasOutdatedParameters;
|
|
}
|
|
|
|
void SetParameters(const FRenderingCompositePassContext& Context, float InRadius)
|
|
{
|
|
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
|
|
|
|
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
|
|
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
|
|
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Border,AM_Border,AM_Border>::GetRHI());
|
|
|
|
{
|
|
// 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;
|
|
|
|
FVector4 ColorScale(InRadius, Context.View.ViewMatrices.ProjMatrix.M[0][0], ScaleCorrectionX, ScaleCorrectionY);
|
|
SetShaderValue(Context.RHICmdList, ShaderRHI, SSSParams, ColorScale);
|
|
}
|
|
|
|
{
|
|
ENGINE_API const FSceneRenderTargetItem* GetSubsufaceProfileTexture_RT(FRHICommandListImmediate& RHICmdList);
|
|
|
|
const FSceneRenderTargetItem* Item = GetSubsufaceProfileTexture_RT(Context.RHICmdList);
|
|
|
|
if (!Item)
|
|
{
|
|
// should never happen
|
|
Item = &GSystemTextures.BlackDummy->GetRenderTargetItem();
|
|
}
|
|
|
|
SetTextureParameter(Context.RHICmdList, ShaderRHI, SSProfilesTexture, SSProfilesTextureSampler, TStaticSamplerState<SF_Point, AM_Wrap, AM_Wrap, AM_Wrap>::GetRHI(), Item->ShaderResourceTexture);
|
|
}
|
|
}
|
|
|
|
static const TCHAR* GetSourceFilename()
|
|
{
|
|
return TEXT("PostProcessSubsurface");
|
|
}
|
|
|
|
static const TCHAR* GetFunctionName()
|
|
{
|
|
return TEXT("MainPS");
|
|
}
|
|
};
|
|
|
|
// #define avoids a lot of code duplication
|
|
#define VARIATION1(A) typedef FPostProcessSubsurfacePS<A> FPostProcessSubsurfacePS##A; \
|
|
IMPLEMENT_SHADER_TYPE2(FPostProcessSubsurfacePS##A, SF_Pixel);
|
|
|
|
VARIATION1(0) VARIATION1(1) VARIATION1(2)
|
|
#undef VARIATION1
|
|
|
|
|
|
FRCPassPostProcessSubsurface::FRCPassPostProcessSubsurface(uint32 InPass, float InRadius)
|
|
: Radius(InRadius)
|
|
, Pass(InPass)
|
|
{
|
|
}
|
|
|
|
|
|
template <uint32 Method>
|
|
void SetSubsurfaceShader(const FRenderingCompositePassContext& Context, float InRadius)
|
|
{
|
|
TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
|
|
TShaderMapRef<FPostProcessSubsurfacePS<Method> > PixelShader(GetGlobalShaderMap());
|
|
|
|
static FGlobalBoundShaderState BoundShaderState;
|
|
|
|
SetGlobalBoundShaderState(Context.RHICmdList, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
|
|
|
|
PixelShader->SetParameters(Context, InRadius);
|
|
VertexShader->SetParameters(Context);
|
|
}
|
|
|
|
|
|
void FRCPassPostProcessSubsurface::Process(FRenderingCompositePassContext& Context)
|
|
{
|
|
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input1);
|
|
|
|
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 = SrcSize;
|
|
|
|
// 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(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<false, CF_Always>::GetRHI());
|
|
|
|
TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
|
|
|
|
SCOPED_DRAW_EVENT(SubsurfacePass, DEC_SCENE_ITEMS);
|
|
|
|
if (Pass == 0)
|
|
{
|
|
SetSubsurfaceShader<0>(Context, Radius);
|
|
}
|
|
else
|
|
{
|
|
check(Pass == 1);
|
|
|
|
if(DoSpecularCorrection())
|
|
{
|
|
// reconstruct specular and add it in final pass
|
|
SetSubsurfaceShader<2>(Context, Radius);
|
|
}
|
|
else
|
|
{
|
|
SetSubsurfaceShader<1>(Context, Radius);
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
Ret = PassInputs[1].GetOutput()->RenderTargetDesc;
|
|
|
|
Ret.Reset();
|
|
Ret.DebugName = (Pass == 0) ? TEXT("SubsurfaceTemp") : TEXT("SceneColor");
|
|
|
|
return Ret;
|
|
} |