Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessSubsurface.cpp
zach bethel d8596faf0e Subsurface scattering post process passes now use new RenderGraph API.
- Cleaned up surrounding code so that subsurface post process code is referenced from one place.
 - Cleaned up shaders to be more consistent and to better support the new parameter struct system.
 - Refactored shaders to use new permutation API and shader parameter APIs.

#jira none
#rb Brian.Karis

[CL 5677263 by zach bethel in Dev-Rendering branch]
2019-04-01 19:37:48 -04:00

705 lines
27 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessSubsurface.cpp: Screenspace subsurface scattering implementation.
=============================================================================*/
#include "PostProcess/PostProcessSubsurface.h"
#include "PostProcess/SceneRenderTargets.h"
#include "Engine/SubsurfaceProfile.h"
#include "CanvasTypes.h"
#include "RenderTargetTemp.h"
ENGINE_API const IPooledRenderTarget* GetSubsufaceProfileTexture_RT(FRHICommandListImmediate& RHICmdList);
namespace
{
TAutoConsoleVariable<int32> CVarSubsurfaceScattering(
TEXT("r.SubsurfaceScattering"),
1,
TEXT(" 0: disabled\n")
TEXT(" 1: enabled (default)"),
ECVF_RenderThreadSafe | ECVF_Scalability);
TAutoConsoleVariable<float> CVarSSSScale(
TEXT("r.SSS.Scale"),
1.0f,
TEXT("Affects the Screen space 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<int32> 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<int32> 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<int32> 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<int32> CVarSSSSampleSet(
TEXT("r.SSS.SampleSet"),
2,
TEXT("Defines how many samples we use for 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<int32> 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);
}
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());
}
// 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;
}
}
// Returns the SS profile texture with a black fallback texture if none exists yet.
FTextureRHIRef 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 a half-scaled size rounded to an even multiple of two (but clamped to 1x1 minimum).
FIntPoint GetHalfSize(FIntPoint Size)
{
Size = FIntPoint::DivideAndRoundUp(Size, 2);
Size.X = FMath::Max(1, Size.X);
Size.Y = FMath::Max(1, Size.Y);
return Size;
}
// Returns a half-scaled rect, with the max rounded to the nearest multiple of two.
FIntRect GetHalfRect(FIntRect Rect)
{
return FIntRect(Rect.Min / 2, GetHalfSize(Rect.Max));
}
// Set of common shader parameters shared by all subsurface shaders.
BEGIN_SHADER_PARAMETER_STRUCT(FSubsurfaceParameters, )
SHADER_PARAMETER(FVector4, SubsurfaceParams)
SHADER_PARAMETER_STRUCT_INCLUDE(FScreenPassCommonParameters, ScreenPassCommonParameters)
SHADER_PARAMETER_TEXTURE(Texture2D, SSProfilesTexture)
END_SHADER_PARAMETER_STRUCT()
FSubsurfaceParameters GetSubsurfaceCommonParameters(FRHICommandListImmediate& RHICmdList, FScreenPassContextRef Context)
{
const float DistanceToProjectionWindow = Context->View.ViewMatrices.GetProjectionMatrix().M[0][0];
const float SSSScaleZ = DistanceToProjectionWindow * GetSubsurfaceRadiusScale();
const float SSSScaleX = SSSScaleZ / SUBSURFACE_KERNEL_SIZE * 0.5f;
FSubsurfaceParameters Parameters;
Parameters.ScreenPassCommonParameters = Context->ScreenPassCommonParameters;
Parameters.SubsurfaceParams = FVector4(SSSScaleX, SSSScaleZ, 0, 0);
Parameters.SSProfilesTexture = GetSubsurfaceProfileTexture(RHICmdList);
return Parameters;
}
// Base class for a subsurface shader.
class FSubsurfaceShader : public FGlobalShader
{
public:
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
}
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 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(FScreenPassInput, SubsurfaceInput0)
SHADER_PARAMETER_TEXTURE(Texture2D, MiniFontTexture)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
};
IMPLEMENT_GLOBAL_SHADER(FSubsurfaceVisualizePS, "/Engine/Private/PostProcessSubsurface.usf", "VisualizePS", SF_Pixel);
// Encapsulates the post processing subsurface scattering pixel shader.
class FSubsurfaceSetupPS : public FSubsurfaceShader
{
public:
DECLARE_GLOBAL_SHADER(FSubsurfaceSetupPS);
SHADER_USE_PARAMETER_STRUCT(FSubsurfaceSetupPS, FSubsurfaceShader)
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FSubsurfaceParameters, Subsurface)
SHADER_PARAMETER_STRUCT(FScreenPassInput, SubsurfaceInput0)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
class FDimensionHalfRes : SHADER_PERMUTATION_BOOL("SUBSURFACE_HALF_RES");
class FDimensionCheckerboard : SHADER_PERMUTATION_BOOL("SUBSURFACE_PROFILE_CHECKERBOARD");
using FPermutationDomain = TShaderPermutationDomain<FDimensionHalfRes, FDimensionCheckerboard>;
};
IMPLEMENT_GLOBAL_SHADER(FSubsurfaceSetupPS, "/Engine/Private/PostProcessSubsurface.usf", "SetupPS", SF_Pixel);
// Shader for the SSS separable blur.
class FSubsurfacePS : public FSubsurfaceShader
{
public:
DECLARE_GLOBAL_SHADER(FSubsurfacePS);
SHADER_USE_PARAMETER_STRUCT(FSubsurfacePS, FSubsurfaceShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FSubsurfaceParameters, Subsurface)
SHADER_PARAMETER_STRUCT(FScreenPassInput, SubsurfaceInput0)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
// Direction of the 1D separable filter.
enum class EDirection : uint32
{
Horizontal,
Vertical,
MAX
};
// Controls the quality (number of samples) of the blur kernel.
enum class EQuality : uint32
{
Low,
Medium,
High,
MAX
};
class FDimensionDirection : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_DIRECTION", EDirection);
class FDimensionQuality : SHADER_PERMUTATION_ENUM_CLASS("SUBSURFACE_QUALITY", EQuality);
class FDimensionManuallyClampUV : SHADER_PERMUTATION_BOOL("SUBSURFACE_MANUALLY_CLAMP_UV");
using FPermutationDomain = TShaderPermutationDomain<FDimensionDirection, FDimensionQuality, FDimensionManuallyClampUV>;
// Returns the sampler state based on the requested SSS filter CVar setting.
static FSamplerStateRHIParamRef GetSamplerState()
{
if (CVarSSSFilter.GetValueOnRenderThread())
{
return TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI();
}
else
{
return TStaticSamplerState<SF_Point, AM_Border, AM_Border, AM_Border>::GetRHI();
}
}
// Returns the SSS quality level requested by the SSS SampleSet CVar setting.
static EQuality GetQuality()
{
return static_cast<FSubsurfacePS::EQuality>(
FMath::Clamp(
CVarSSSSampleSet.GetValueOnRenderThread(),
static_cast<int32>(FSubsurfacePS::EQuality::Low),
static_cast<int32>(FSubsurfacePS::EQuality::High)));
}
};
IMPLEMENT_GLOBAL_SHADER(FSubsurfacePS, "/Engine/Private/PostProcessSubsurface.usf", "MainPS", SF_Pixel);
// 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(FScreenPassInput, SubsurfaceInput0)
SHADER_PARAMETER_STRUCT(FScreenPassInput, SubsurfaceInput1)
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<FDimensionMode, FDimensionQuality, FDimensionCheckerboard>;
// Returns the Recombine quality level requested by the SSS Quality CVar setting.
static EQuality GetQuality(const FViewInfo& View)
{
const uint32 QualityCVar = CVarSSSQuality.GetValueOnRenderThread();
// 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);
// 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_STRUCT(FScreenPassInput, SubsurfaceInput0)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT();
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM4);
}
};
IMPLEMENT_GLOBAL_SHADER(FSubsurfaceViewportCopyPS, "/Engine/Private/PostProcessSubsurface.usf", "SubsurfaceViewportCopyPS", SF_Pixel);
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);
}
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;
}
FRDGTextureRef ComputeSubsurface(
FRDGBuilder& GraphBuilder,
FScreenPassContextRef Context,
FRDGTextureRef SceneTexture)
{
check(Context);
check(SceneTexture);
const FPooledRenderTargetDesc& SceneTextureDesc = SceneTexture->Desc;
const ESubsurfaceMode SubsurfaceMode = GetSubsurfaceModeForView(Context->View);
const bool bHalfRes = (SubsurfaceMode == ESubsurfaceMode::HalfRes);
// Viewport rect mapped onto the scene texture. Not necessarily a full screen mapping (e.g. VR).
const FIntRect ViewportRectFinal = Context->ViewportRect;
// Viewport for intermediate passes, which may be half resolution depending on the pass settings.
const FIntRect ViewportRectIntermediate = bHalfRes ? GetHalfRect(ViewportRectFinal) : ViewportRectFinal;
// Size of the final scene texture.
const FIntPoint TextureSizeFinal = SceneTextureDesc.Extent;
// Size of intermediate textures, which may be half resolution depending on pass settings.
const FIntPoint TextureSizeIntermediate = bHalfRes ? GetHalfSize(TextureSizeFinal) : TextureSizeFinal;
// Description shared by all intermediate pass textures.
const FRDGTextureDesc TextureDescIntermediate = FRDGTextureDesc::Create2DDesc(
TextureSizeIntermediate,
PF_FloatRGBA,
FClearValueBinding(),
TexCreate_None,
TexCreate_RenderTargetable | TexCreate_ShaderResource,
false);
// Common subsurface parameters shared by all passes.
const FSubsurfaceParameters SubsurfaceCommonParameters = GetSubsurfaceCommonParameters(GraphBuilder.RHICmdList, Context);
// Texture handles used by subsurface passes.
FRDGTextureRef SetupTexture = SceneTexture;
FRDGTextureRef SubsurfaceTextureX = nullptr;
FRDGTextureRef SubsurfaceTextureY = nullptr;
FRDGTextureRef RecombineTexture = nullptr;
// Sampler handles used by subsurface passes.
FSamplerStateRHIParamRef PointClampSampler = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
FSamplerStateRHIParamRef BilinearBorderState = TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI();
// Whether to use checkerboard rendering for subsurface passes (predicated on CVar and format).
const bool bCheckerboard = IsSubsurfaceCheckerboardFormat(SceneTextureDesc.Format);
// 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(TextureDescIntermediate, TEXT("SubsurfaceSetupTexture"));
// Setup pass outputs the diffuse scene color and depth in preparation for the scatter passes.
{
FSubsurfaceSetupPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FSubsurfaceSetupPS::FParameters>();
PassParameters->Subsurface = SubsurfaceCommonParameters;
PassParameters->RenderTargets[0] = FRenderTargetBinding(SetupTexture, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore);
PassParameters->SubsurfaceInput0 = GetScreenPassInputParameters(SceneTexture, PointClampSampler);
// Reading from the final target; writing to intermediate target.
const FIntRect ViewportRect = ViewportRectIntermediate;
const FIntRect TextureRect = ViewportRectFinal;
const FIntPoint TextureSize = TextureSizeFinal;
FSubsurfaceSetupPS::FPermutationDomain PixelShaderPermutationVector;
PixelShaderPermutationVector.Set<FSubsurfaceSetupPS::FDimensionHalfRes>(bHalfRes);
PixelShaderPermutationVector.Set<FSubsurfaceSetupPS::FDimensionCheckerboard>(bCheckerboard);
TShaderMapRef<FSubsurfaceSetupPS> PixelShader(Context->ShaderMap, PixelShaderPermutationVector);
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("SubsurfaceSetup"), Context, ViewportRect, TextureRect, TextureSize, *PixelShader, PassParameters);
}
SubsurfaceTextureX = GraphBuilder.CreateTexture(TextureDescIntermediate, TEXT("SubsurfaceTextureX"));
SubsurfaceTextureY = GraphBuilder.CreateTexture(TextureDescIntermediate, TEXT("SubsurfaceTextureY"));
FSamplerStateRHIParamRef SubsurfaceSamplerState = FSubsurfacePS::GetSamplerState();
const FSubsurfacePS::EQuality SubsurfaceQuality = FSubsurfacePS::GetQuality();
static const TCHAR* SubsurfacePassNameByDirection[] =
{
TEXT("SubsurfaceX"),
TEXT("SubsurfaceY")
};
FRDGTextureRef SubsurfacePassOutputByDirection[] =
{
SubsurfaceTextureX,
SubsurfaceTextureY
};
FRDGTextureRef SubsurfacePassInputByDirection[] =
{
SetupTexture,
SubsurfaceTextureX
};
// Horizontal / Vertical scattering passes using a separable filter.
for (uint32 DirectionIndex = 0; DirectionIndex < static_cast<uint32>(FSubsurfacePS::EDirection::MAX); ++DirectionIndex)
{
const auto Direction = static_cast<FSubsurfacePS::EDirection>(DirectionIndex);
FSubsurfacePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FSubsurfacePS::FParameters>();
PassParameters->Subsurface = SubsurfaceCommonParameters;
PassParameters->RenderTargets[0] = FRenderTargetBinding(SubsurfacePassOutputByDirection[DirectionIndex], ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore);
PassParameters->SubsurfaceInput0 = GetScreenPassInputParameters(SubsurfacePassInputByDirection[DirectionIndex], SubsurfaceSamplerState);
// Read / Write between intermediate targets.
const FIntRect ViewportRect = ViewportRectIntermediate;
const FIntRect TextureRect = ViewportRectIntermediate;
const FIntPoint TextureSize = TextureSizeIntermediate;
// If we are sampling from a subset of the texture (e.g. stereo rendering), we have to manually clamp UVs.
const bool bManuallyClampUV = TextureSize != TextureRect.Size();
FSubsurfacePS::FPermutationDomain PixelShaderPermutationVector;
PixelShaderPermutationVector.Set<FSubsurfacePS::FDimensionDirection>(Direction);
PixelShaderPermutationVector.Set<FSubsurfacePS::FDimensionQuality>(SubsurfaceQuality);
PixelShaderPermutationVector.Set<FSubsurfacePS::FDimensionManuallyClampUV>(bManuallyClampUV);
TShaderMapRef<FSubsurfacePS> PixelShader(Context->ShaderMap, PixelShaderPermutationVector);
AddDrawScreenPass(GraphBuilder, FRDGEventName(SubsurfacePassNameByDirection[DirectionIndex]), Context, ViewportRect, TextureRect, TextureSize, *PixelShader, PassParameters);
}
}
RecombineTexture = GraphBuilder.CreateTexture(SceneTextureDesc, TEXT("SubsurfaceRecombine"));
// If multiple views exist (e.g. VR) we need to copy all other viewports from the scene texture
// to the recombine target so we don't lose them.
if (Context->ViewFamily.Views.Num())
{
FSubsurfaceViewportCopyPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FSubsurfaceViewportCopyPS::FParameters>();
PassParameters->RenderTargets[0] = FRenderTargetBinding(RecombineTexture, ERenderTargetLoadAction::ENoAction, ERenderTargetStoreAction::EStore);
PassParameters->SubsurfaceInput0 = GetScreenPassInputParameters(SceneTexture, PointClampSampler);
const FIntPoint TextureSize = SceneTextureDesc.Extent;
TShaderMapRef<FSubsurfaceViewportCopyPS> PixelShader(Context->ShaderMap);
GraphBuilder.AddPass(
RDG_EVENT_NAME("SubsurfaceViewportCopy"),
PassParameters,
ERenderGraphPassFlags::None,
[Context, PixelShader, TextureSize, PassParameters](FRHICommandListImmediate& RHICmdList)
{
const FSceneViewFamily& ViewFamily = Context->ViewFamily;
for (uint32 ViewId = 0, ViewCount = ViewFamily.Views.Num(); ViewId < ViewCount; ++ViewId)
{
const FViewInfo* LocalView = static_cast<const FViewInfo*>(ViewFamily.Views[ViewId]);
// Skip the view we are currently processing.
if (LocalView != &Context->View)
{
const FIntRect Rect = LocalView->ViewRect;
DrawScreenPass(RHICmdList, Context, Rect, Rect, TextureSize, *PixelShader, *PassParameters);
}
}
});
}
// Recombines scattering result with scene color.
{
FSubsurfaceRecombinePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FSubsurfaceRecombinePS::FParameters>();
PassParameters->Subsurface = SubsurfaceCommonParameters;
PassParameters->RenderTargets[0] = FRenderTargetBinding(RecombineTexture, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::EStore);
PassParameters->SubsurfaceInput0 = GetScreenPassInputParameters(SceneTexture, BilinearBorderState);
// Scattering output target is only used when scattering is enabled.
if (SubsurfaceMode != ESubsurfaceMode::Bypass)
{
PassParameters->SubsurfaceInput1 = GetScreenPassInputParameters(SubsurfaceTextureY, BilinearBorderState);
}
// Read from intermediate target; write to final target.
const FIntRect ViewportRect = ViewportRectFinal;
const FIntRect TextureRect = ViewportRectIntermediate;
const FIntPoint TextureSize = TextureSizeIntermediate;
const FSubsurfaceRecombinePS::EQuality RecombineQuality = FSubsurfaceRecombinePS::GetQuality(Context->View);
FSubsurfaceRecombinePS::FPermutationDomain PixelShaderPermutationVector;
PixelShaderPermutationVector.Set<FSubsurfaceRecombinePS::FDimensionMode>(SubsurfaceMode);
PixelShaderPermutationVector.Set<FSubsurfaceRecombinePS::FDimensionQuality>(RecombineQuality);
PixelShaderPermutationVector.Set<FSubsurfaceRecombinePS::FDimensionCheckerboard>(bCheckerboard);
TShaderMapRef<FSubsurfaceRecombinePS> PixelShader(Context->ShaderMap, PixelShaderPermutationVector);
AddDrawScreenPass(GraphBuilder, RDG_EVENT_NAME("SubsurfaceRecombine"), Context, ViewportRect, TextureRect, TextureSize, *PixelShader, PassParameters);
}
return RecombineTexture;
}
FRDGTextureRef VisualizeSubsurface(
FRDGBuilder& GraphBuilder,
FScreenPassContextRef Context,
FRDGTextureRef SceneTexture)
{
check(Context);
check(SceneTexture);
FSamplerStateRHIParamRef PointClampState = TStaticSamplerState<SF_Point, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
FRDGTextureRef VisualizeTexture = GraphBuilder.CreateTexture(SceneTexture->Desc, TEXT("SubsurfaceVisualize"));
FSubsurfaceVisualizePS::FParameters* PassParameters = GraphBuilder.AllocParameters<FSubsurfaceVisualizePS::FParameters>();
PassParameters->Subsurface = GetSubsurfaceCommonParameters(GraphBuilder.RHICmdList, Context);
PassParameters->RenderTargets[0] = FRenderTargetBinding(VisualizeTexture, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
PassParameters->SubsurfaceInput0 = GetScreenPassInputParameters(SceneTexture, PointClampState);
PassParameters->MiniFontTexture = GetMiniFontTexture();
GraphBuilder.AddPass(
RDG_EVENT_NAME("SubsurfaceVisualize"),
PassParameters,
ERenderGraphPassFlags::None,
[Context, SceneTexture, VisualizeTexture, PassParameters](FRHICommandListImmediate& RHICmdList)
{
const FIntRect ViewportRect = Context->ViewportRect;
const FIntRect TextureRect = ViewportRect;
const FIntPoint TextureSize = SceneTexture->Desc.Extent;
TShaderMapRef<FSubsurfaceVisualizePS> PixelShader(Context->ShaderMap);
DrawScreenPass(RHICmdList, Context, ViewportRect, TextureRect, TextureSize, *PixelShader, *PassParameters);
// Draw debug text
{
const FSceneViewFamily& ViewFamily = Context->ViewFamily;
FRenderTargetTemp TempRenderTarget(static_cast<FTexture2DRHIParamRef>(VisualizeTexture->GetRHITexture()), TextureSize);
FCanvas Canvas(&TempRenderTarget, nullptr, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context->View.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);
}
});
return VisualizeTexture;
}
FSubsurfaceVisualizeCompositePass::FSubsurfaceVisualizeCompositePass(FRHICommandList& RHICmdList)
{
// we need the GBuffer, we release it Process()
FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, 1);
}
void FSubsurfaceVisualizeCompositePass::Process(FRenderingCompositePassContext& CompositePassContext)
{
FRHICommandListImmediate& RHICmdList = CompositePassContext.RHICmdList;
FRDGBuilder GraphBuilder(RHICmdList);
FScreenPassContext* Context = FScreenPassContext::Create(RHICmdList, CompositePassContext.View);
FRDGTextureRef InputTexture = CreateRDGTextureForInput(GraphBuilder, ePId_Input0, TEXT("SceneColor"), eFC_0000);
FRDGTextureRef OutputTexture = VisualizeSubsurface(GraphBuilder, Context, InputTexture);
ExtractRDGTextureForOutput(GraphBuilder, ePId_Output0, OutputTexture);
TRefCountPtr<IPooledRenderTarget> OutputTarget;
GraphBuilder.QueueTextureExtraction(OutputTexture, &OutputTarget);
GraphBuilder.Execute();
check(OutputTarget);
RHICmdList.CopyToResolveTarget(
OutputTarget->GetRenderTargetItem().TargetableTexture,
OutputTarget->GetRenderTargetItem().ShaderResourceTexture,
FResolveParams());
FSceneRenderTargets::Get(RHICmdList).AdjustGBufferRefCount(RHICmdList, -1);
}
FPooledRenderTargetDesc FSubsurfaceVisualizeCompositePass::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
FPooledRenderTargetDesc Ret = FSceneRenderTargets::Get_FrameConstantsOnly().GetSceneColor()->GetDesc();
Ret.Flags &= ~(TexCreate_FastVRAM | TexCreate_Transient);
Ret.Reset();
Ret.DebugName = TEXT("SubsurfaceVisualize");
Ret.Format = PF_FloatRGBA;
return Ret;
}