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UnrealEngineUWP/Engine/Shaders/PostProcessSubsurface.usf
Martin Mittring 59db2201f8 Fixed SubsurfaceScatteringProfile, recent full resolution mix caused discoloration
#lockdown:Zachary.EdgertonJones

[CL 2390345 by Martin Mittring in Main branch]
2014-12-16 16:01:12 -05:00

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14 KiB
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessSubsurface.usf: Screenspace subsurface scattering shaders.
=============================================================================*/
#include "Common.usf"
#include "PostProcessCommon.usf"
#include "DeferredShadingCommon.usf"
// for VisualizeSSS
#include "MiniFontCommon.usf"
/** one profile per line, sample set left to right: high/med/low */
Texture2D SSProfilesTexture;
// x:Radius*DistanceToProjectionWindow/KernelSize*0.5, y:DistanceToProjectionWindow, zw:xy scale correction for BufferSize!=ViewportSize
float4 SSSParams;
// 0: (testing, could be faster), 1: higher quality
#define FULLRES_WHERE_POSSIBLE 1
// ------------------------------------------
// setup for "SeparableSSS.usf"
float ComputeMaskFromDepthInAlpha(float Alpha)
{
return Alpha > 0;
}
// can be optimized
float GetSubsurfaceStrength(float2 UV)
{
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV);
float Mask = ScreenSpaceData.GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE;
return Mask * ScreenSpaceData.GBuffer.Opacity;
}
// 0:speculars leak into SSS / 1:requires alpha channel for scenecolor
// #define SSSS_SPECULAR_CORRECTION 1
// set by C++ for SubsurfaceRecombinePS and ExtractSpecularPS
// #define SSS_RECOMBINE_METHOD 0:without reconstruct specular/1:with reconstruct specular
// set by C++ for SubsurfacePS
// #define SSS_DIRECTION 0/1
// define by C++ for the setup pass
#ifndef SETUP_MODE
#define SETUP_MODE 0
#endif
#if SETUP_MODE == 0
#define SSSS_SPECULAR_CORRECTION 0
#elif SETUP_MODE == 1
#define SSSS_SPECULAR_CORRECTION 1
#else
// doesn't matter
#define SSSS_SPECULAR_CORRECTION 0
#endif
#if SSS_SAMPLESET == 0
#define SSSS_N_KERNELWEIGHTCOUNT 6
#define SSSS_N_KERNELWEIGHTOFFSET (13 + 9)
#elif SSS_SAMPLESET == 1
#define SSSS_N_KERNELWEIGHTCOUNT 9
#define SSSS_N_KERNELWEIGHTOFFSET 13
#else // SSS_SAMPLESET == 2
#define SSSS_N_KERNELWEIGHTCOUNT 13
#define SSSS_N_KERNELWEIGHTOFFSET 0
#endif
// 0: faster
// 1: no color bleeding in z direction
#define SSSS_FOLLOW_SURFACE 1
float4 Quantize8Bit(float4 In)
{
return floor(In * 255.999f) / 255.0f;
}
float4 GetKernel(uint SampleIndex, uint SubsurfaceProfileInt)
{
const float4 TableMax = float4(1, 1, 1, 3.0f);
// profiled on NV670 fullscreen, one pass (total: 2 pass), samples: 13+1+13, large object filling the screen
// texture lookup
float4 Value = SSProfilesTexture.Load(int3(SampleIndex, SubsurfaceProfileInt, 0)) * TableMax; // 0.88ms for 8bit
// simulated 8 bit lookup
// float4 Value = Quantize8Bit(kernel[SampleIndex] / TableMax) * TableMax; // 1.33ms same look as texture
// float reference
// float4 Value = kernel[SampleIndex]; // 0.85ms, quite a bit different in look, need to use more than 8 bit?
// debug if the kernal was a box filter
// Value.rgb = 1.0f / (SSSS_N_KERNELWEIGHTCOUNT * 2 - 1);
return Value;
}
float GetProfileRadiusScale(FGBufferData GBufferData)
{
// 0..255, which SubSurface profile to pick
uint SubsurfaceProfileInt = ExtractSubsurfaceProfileInt(GBufferData);
return GetKernel(SSSS_N_KERNELWEIGHTOFFSET + SSSS_N_KERNELWEIGHTCOUNT - 1, SubsurfaceProfileInt).a;
}
// from https://github.com/iryoku/separable-sss/tree/master/Demo
// Jorge Jimenez http://www.iryoku.com/
// http://www.iryoku.com/translucency/downloads/Real-Time-Realistic-Skin-Translucency.pdf
#include "SeparableSSS.usf"
// ------------------------------------------
#if SSSS_SPECULAR_CORRECTION == 1
// requires alpha channel for scenecolor
#elif SSSS_SPECULAR_CORRECTION == 0
// speculars leak into SSS
#else
error
#endif
bool InUnitBox(float2 UV)
{
return UV.x >= 0 && UV.y >= 0 && UV.y < 1 && UV.y < 1;
}
// @return 0=don't blend in, 1:fully blend in
float ComputeFullResLerp(FScreenSpaceData ScreenSpaceData, float2 UVSceneColor, float4 FullResInputSize)
{
float SSSScaleX = SSSParams.x;
float scale = SSSScaleX / CalcSceneDepth(UVSceneColor);
// the viewport is only a fraction of the buffersize, here we compensate for that
// *1024 as we store the sample distances / 1000 to allows for scaling
float HorizontalScaler = View.ViewSizeAndSceneTexelSize.x * View.ViewSizeAndSceneTexelSize.z * 1024.0f;
// Calculate the final step to fetch the surrounding pixels:
float finalStep = scale * HorizontalScaler;
finalStep *= GetProfileRadiusScale(ScreenSpaceData.GBuffer);
float PixelSizeRadius = finalStep / (FullResInputSize.z * 0.5f);
// tweaked for skin, a more flat kernel might need a smaller value, around 2 seems reasonable because we do half res
const float PixelSize = 4.0f;
float Ret = 1.0f;
//
Ret *= saturate(PixelSizeRadius - PixelSize);
// opacity allows to scale the radius - at some point we should fade in the full resolution, we don't have a masking other than that.
Ret *= saturate(ScreenSpaceData.GBuffer.Opacity * 10);
// todo: Subsurface has some non scatter contribution - all that should come from the Full res
return Ret;
}
// visualization (doesn't have to be fast)
void VisualizePS(in float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
{
float2 UV = UVAndScreenPos.xy;
OutColor = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV);
int2 PixelPos = (int2)(UVAndScreenPos.zw * ScreenPosToPixel.xy + ScreenPosToPixel.zw + 0.5f);
float2 ViewLocalUV = (PixelPos - View.ViewRectMin.xy) / View.ViewSizeAndSceneTexelSize.xy;
float2 IDAreaLocalUV = ViewLocalUV * 2 - 1.0f;
if (InUnitBox(IDAreaLocalUV))
{
float2 UV = View.ViewRectMin.xy * View.ViewSizeAndSceneTexelSize.zw + IDAreaLocalUV * (View.ViewSizeAndSceneTexelSize.xy * View.ViewSizeAndSceneTexelSize.zw);
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV);
int SubsurfaceProfileInt = ExtractSubsurfaceProfileInt(ScreenSpaceData.GBuffer);
OutColor = float4(0.5f, 0.5f, 0.5f, 0);
BRANCH if (ScreenSpaceData.GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE)
{
if (SubsurfaceProfileInt == 0)
{
// default (no Profile)
OutColor = float4(0.8f, 0.7f, 0.6f, 0);
}
if (SubsurfaceProfileInt == 1)
{
OutColor = float4(1, 0, 0, 0) * 0.5f;
}
if (SubsurfaceProfileInt == 2)
{
OutColor = float4(0, 1, 0, 0) * 0.5f;
}
if (SubsurfaceProfileInt == 3)
{
OutColor = float4(0, 0, 1, 0) * 0.5f;
}
if (SubsurfaceProfileInt == 4)
{
OutColor = float4(1, 0, 1, 0) * 0.5f;
}
if (SubsurfaceProfileInt == 5)
{
OutColor = float4(0, 1, 1, 0) * 0.5f;
}
if (SubsurfaceProfileInt == 6)
{
OutColor = float4(1, 1, 0, 0) * 0.5f;
}
if (SubsurfaceProfileInt == 100)
{
OutColor = float4(0, 0.2f, 0, 0);
}
if (SubsurfaceProfileInt == 255)
{
OutColor = float4(1, 1, 1, 0);
}
int2 LeftTop = (PixelPos / 8) * 8;
PrintCharacter(PixelPos, OutColor.rgb, float3(1, 1, 1), LeftTop, SubsurfaceProfileInt);
OutColor.rgb *= ComputeFullResLerp(ScreenSpaceData, UV, PostprocessInput0Size);
}
}
}
// @return .RGB Color that should be scattared, .A:1 for subsurface scattering material, 0 for not
float4 SetupSubsurfaceForOnePixel(float2 UV)
{
float4 Ret = 0;
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV);
FLATTEN if (ScreenSpaceData.GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE)
{
float4 SceneColor4 = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV);
// it's a valid sample
Ret.a = 1;
#if SSSS_SPECULAR_CORRECTION == 1
// we take out the specular highlights
Ret.rgb = LightAccumulator_ReconstructDiffuseLighting(SceneColor4);
#else
Ret.rgb = SceneColor4.rgb;
#endif
}
return Ret;
}
void ExtractSpecularPS(float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
{
float2 GBufferUV = UVAndScreenPos.xy;
float4 SceneColor4 = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, GBufferUV);
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(GBufferUV);
// 0: dont' fade in subsurface half res, 1:fully fade in half res
float BlendFactor = (ScreenSpaceData.GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE);
float3 ExtractedSpecular = 0;
#if SSS_RECOMBINE_METHOD
// we took the specular highlights out, now we add them back in
ExtractedSpecular += LightAccumulator_ReconstructNonDiffuseLighting(SceneColor4);
#endif
// alpha channel can be anything - we consumed the value and likely output to a format that doesn't need the value
OutColor = float4(lerp(SceneColor4.rgb, ExtractedSpecular, BlendFactor), 0);
#if FULLRES_WHERE_POSSIBLE
// 0..255, which SubSurface profile to pick
uint SubsurfaceProfileInt = ExtractSubsurfaceProfileInt(ScreenSpaceData.GBuffer);
// reference
// float3 DiffuseLighting = LightAccumulator_ReconstructDiffuseLighting(SceneColor4);
// cheaper:
float3 DiffuseLighting = SceneColor4 - ExtractedSpecular;
// add center sample from full resolution input for better quality
OutColor.rgb += DiffuseLighting * GetKernel(SSSS_N_KERNELWEIGHTOFFSET, SubsurfaceProfileInt).rgb;
#endif
}
void SetupPS(in float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
{
float2 UV = UVAndScreenPos.xy;
// order aligned with Gather() hardware implementation
// RGB: color*A, A:weight 0 if no subsurface scattering
float4 A = SetupSubsurfaceForOnePixel(UV + float2(-0.5, 0.5f) * PostprocessInput0Size.zw);
float4 B = SetupSubsurfaceForOnePixel(UV + float2( 0.5, 0.5f) * PostprocessInput0Size.zw);
float4 C = SetupSubsurfaceForOnePixel(UV + float2( 0.5, -0.5f) * PostprocessInput0Size.zw);
float4 D = SetupSubsurfaceForOnePixel(UV + float2(-0.5, -0.5f) * PostprocessInput0Size.zw);
OutColor = (A + B) + (C + D);
float Div = 1.0f / max(OutColor.a, 0.00001f);
OutColor.rgba *= Div;
float4 FourDepth = GatherSceneDepth(UV, PostprocessInput0Size.zw);
// average all valid depth values to a single one
float SingleDepth = dot(FourDepth, float4(A.a, B.a, C.a, D.a)) * Div;
OutColor.a = SingleDepth;
#if 0
float SSSScaleX = SSSParams.x;
float scale = SSSScaleX / SingleDepth;
// float scale = SSSScaleX / min(min(FourDepth.x, FourDepth.y), min(FourDepth.z, FourDepth.w));
// the viewport is only a fraction of the buffersize, here we compensate for that
// *1024 as we store the sample distances / 1024 to allows for scaling
float HorizontalScaler = View.ViewSizeAndSceneTexelSize.x * View.ViewSizeAndSceneTexelSize.z * 1024.0f;
// Calculate the final step to fetch the surrounding pixels:
float finalStep = scale * HorizontalScaler;
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV);
finalStep *= GetProfileRadiusScale(ScreenSpaceData.GBuffer);
// in full resolution
float PixelFracationThreshold = 3.0f;
// *0.5f as we read in half res in the blur pass
if(finalStep < PixelFracationThreshold * PostprocessInput0Size.z * 0.5f)
{
// very small radius doesn't require work
OutColor = 0;
}
#endif
// debug the kernel size and shape
/*
if(length((UV - 0.5f) * float2(2,1)) > 0.005f)
{
OutColor.rgb = 0;
}
else
{
OutColor.rgb *= 50;
}
*/
}
// input0 is created by the SetupPS shader
void MainPS(float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
{
float2 ViewportUV = UVAndScreenPos.xy;
// call into "SeparableSSS.usf"
// the viewport is only a fraction of the buffersize, here we compensate for that
// *1024 as we store the sample distances / 1024 to allows for scaling
#if SSS_DIRECTION == 0
// horizontal
float2 Direction = float2(1, 0) * View.ViewSizeAndSceneTexelSize.x * View.ViewSizeAndSceneTexelSize.z * 1024.0f;
#else
// vertical
float2 Direction = float2(0, 1) * View.ViewSizeAndSceneTexelSize.w * View.ViewSizeAndSceneTexelSize.x * 1024.0f;
#endif
// can be optimized
float2 GBufferUV = (ViewportUV * PostprocessInput0Size.xy * 2 + View.ViewRectMin.xy) * View.ViewSizeAndSceneTexelSize.zw;
bool bIncludeCenter = true;
#if FULLRES_WHERE_POSSIBLE && SSS_DIRECTION == 1
bIncludeCenter = false;
#endif
OutColor = SSSSBlurPS(GBufferUV, ViewportUV, Direction, false, bIncludeCenter);
#if SSS_DIRECTION == 1
// second pass prepares the setup from the recombine pass which doesn't need depth but wants to reconstruct the color
OutColor.a = ComputeMaskFromDepthInAlpha(OutColor.a);
#endif
}
// Recombines the half res Subsurface filtered lighting contribution (upsampled and renormalized with the alpha)
// with the SceneColor.
void SubsurfaceRecombinePS(float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
{
float2 ViewportUV = UVAndScreenPos.xy;
// recombine with the scene color
// can be optimized
float2 PixelPos = UVAndScreenPos.zw * ScreenPosToPixel.xy + ScreenPosToPixel.zw;
float2 UVSceneColor = (PixelPos + 0.5f) * View.ViewSizeAndSceneTexelSize.zw;
// specular extracted
float4 SceneColor4 = Texture2DSample(PostprocessInput1, PostprocessInput1Sampler, UVSceneColor);
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UVSceneColor);
// bilinear filtering
float3 SSSColor;
{
float4 SSSColorWithAlpha = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, ViewportUV);
// renormalize to dilate RGB to fix half res upsampling artifacts
SSSColor = SSSColorWithAlpha.rgb / max(SSSColorWithAlpha.a, 0.00001f);
}
// 0: no SSS, 1: full SSS
float BlendFactor = (ScreenSpaceData.GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE);
float LerpFactor = 1;
#if 1
// fade out subsurface scattering if radius is too small to be more crips (not blend with half resolution)
// minor quality improvement (faces are more detailed in distance)
LerpFactor = ComputeFullResLerp(ScreenSpaceData, UVSceneColor, PostprocessInput1Size);
// hack to debug if the fade is happening at the same time the VisualizeSSS shows it
// SSSColor = 0;
#endif
// only affect pixels that have SSS
LerpFactor *= BlendFactor;
// add back in non subsurface pixels and specular, alpha: 0=don't blend in, 1:fully blend in
OutColor = float4(SSSColor * BlendFactor + SceneColor4.rgb, LerpFactor);
}