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- MSM_Substrate - MCT_Substrate - FStrataMaterialInput #rb charles.derousiers [CL 27563163 by marc audy in ue5-main branch]
295 lines
11 KiB
Plaintext
295 lines
11 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "../TransmissionCommon.ush"
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// Forward declarations
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uint PackColorLinearToGamma2AlphaLinear(float4 In);
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float4 UnpackColorGamma2ToLinearAlphaLinear(uint In);
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///////////////////////////////////////////////////////////////////////////////
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// Sub-surface
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//
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// Stored in first slice as UINT
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// This is hot data that is often accessed by SSS related passes.
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struct FSubstrateSubsurfaceHeader
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{
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// 2 bits
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// SSS type:
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// 0: Invalid
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// 1: Wrap
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// 2: Diffusion
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// 3: Diffusion with profile
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// 30 bits of data.
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// If bIsProfile: 8bit profile radius, 8bits ProfileId, 16bits unused
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// If !bIsProfile: 101010 mean free path
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uint Bytes;
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};
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// Sub-surface scattering types
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#define SSS_TYPE_INVALID (0u)
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#define SSS_TYPE_WRAP (1u)
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#define SSS_TYPE_DIFFUSION (2u)
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#define SSS_TYPE_DIFFUSION_PROFILE (3u)
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#define SSS_TYPE_SIMPLEVOLUME (4u)
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#define SSS_TYPE_COUNT (5u)
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// Note: SSSHeader only stores INVALID, WRAP, DIFFUSION, DIFFUSION_PROFILE type. This is because the type is represented onto 2bits and
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// other SSS types don't have/need side payload. This means SIMPLEVOLUME is trunked.
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#if SSS_TYPE_COUNT != 5
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#error Update this code to ensure all SSS types requiering side payload can be represented in the 2bits allocated for types.
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#endif
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#define SSSHEADER_TYPE(Header) (Header.Bytes & 0x3)
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#define SSSHEADER_TYPE_MASK (0x00000003)
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void SubstrateSubSurfaceHeaderSetSSSType(inout FSubstrateSubsurfaceHeader SSSHeader, uint SSSType)
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{
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SSSHeader.Bytes &= (~SSSHEADER_TYPE_MASK);
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SSSHeader.Bytes |= SSSType & SSSHEADER_TYPE_MASK;
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}
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void SubstrateSubSurfaceHeaderSetProfile(inout FSubstrateSubsurfaceHeader SSSHeader, float RadiusScale, uint ProfileId)
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{
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SSSHeader.Bytes &= SSSHEADER_TYPE_MASK;
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SSSHeader.Bytes |= ProfileId << 24;
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SSSHeader.Bytes |= PackR8(RadiusScale) << 16;
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}
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void SubstrateSubSurfaceHeaderSetNonProfile(inout FSubstrateSubsurfaceHeader SSSHeader, float3 MeanFreePath)
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{
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SSSHeader.Bytes &= SSSHEADER_TYPE_MASK;
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SSSHeader.Bytes |= (Pack10F(MeanFreePath.x) << 22) | (Pack10F(MeanFreePath.y) << 12) | (Pack10F(MeanFreePath.z) << 2);
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}
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float SubstrateSubSurfaceGetWrapOpacityFromAnisotropy(float PhaseAnisotropy)
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{
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// Reinterpret the phase function anisotropy as 'opacity' value
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// * Forward/Backward phase function == Thin surface (i.e., opacity => 0)
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// * Isotropic phase function == Thick surface (i.e., opacity => 1)
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const float Opacity = 1.f - abs(PhaseAnisotropy);
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return Opacity;
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}
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void SubstrateSubSurfaceHeaderSetWrapOpacity(inout FSubstrateSubsurfaceHeader SSSHeader, float Opacity)
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{
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SSSHeader.Bytes &= SSSHEADER_TYPE_MASK;
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SSSHeader.Bytes |= PackR8(Opacity) << 2;
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}
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void SubstrateSubSurfaceHeaderSetWrap(inout FSubstrateSubsurfaceHeader SSSHeader, float PhaseAnisotropy)
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{
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const float Opacity = SubstrateSubSurfaceGetWrapOpacityFromAnisotropy(PhaseAnisotropy);
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SubstrateSubSurfaceHeaderSetWrapOpacity(SSSHeader, Opacity);
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}
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bool SubstrateSubSurfaceHeaderGetIsValid(in FSubstrateSubsurfaceHeader SSSHeader)
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{
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return SSSHEADER_TYPE(SSSHeader) != SSS_TYPE_INVALID;
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}
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bool SubstrateSubSurfaceHeaderHasExtras(in FSubstrateSubsurfaceHeader SSSHeader)
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{
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const uint SSSType = SSSHEADER_TYPE(SSSHeader);
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return SSSType == SSS_TYPE_DIFFUSION || SSSType == SSS_TYPE_DIFFUSION_PROFILE;
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}
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bool SubstrateSubSurfaceHeaderGetUseDiffusion(in FSubstrateSubsurfaceHeader SSSHeader)
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{
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const uint SSSType = SSSHEADER_TYPE(SSSHeader);
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return SSSType == SSS_TYPE_DIFFUSION || SSSType == SSS_TYPE_DIFFUSION_PROFILE;
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}
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bool SubstrateSubSurfaceHeaderGetIsProfile(in FSubstrateSubsurfaceHeader SSSHeader)
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{
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return SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_DIFFUSION_PROFILE;
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}
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bool SubstrateSubSurfaceHeaderGetIsWrap(in FSubstrateSubsurfaceHeader SSSHeader)
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{
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return SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_WRAP;
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}
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uint SubstrateSubSurfaceHeaderGetSSSType(in FSubstrateSubsurfaceHeader SSSHeader)
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{
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return SSSHEADER_TYPE(SSSHeader);
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}
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uint SubstrateSubSurfaceHeaderGetProfileId(in FSubstrateSubsurfaceHeader SSSHeader)
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{
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const uint SSSType = SSSHEADER_TYPE(SSSHeader);
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const uint ProfileId = (SSSType == SSS_TYPE_DIFFUSION_PROFILE) ? ((SSSHeader.Bytes >> 24) & 0xFF) : (SSSType == SSS_TYPE_DIFFUSION ? SSS_PROFILE_ID_PERPIXEL : SSS_PROFILE_ID_INVALID);
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return ProfileId;
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}
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float SubstrateSubSurfaceHeaderGetProfileRadiusScale(in FSubstrateSubsurfaceHeader SSSHeader)
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{
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const bool bIsValidAndProfile = SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_DIFFUSION_PROFILE;
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return bIsValidAndProfile ? UnpackR8(SSSHeader.Bytes >> 16) : 1.f;
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}
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float3 SubstrateSubSurfaceHeaderGetMFP(in FSubstrateSubsurfaceHeader SSSHeader) // Only when !IsProfile
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{
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return float3(
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Unpack10F(SSSHeader.Bytes >> 22),
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Unpack10F(SSSHeader.Bytes >> 12),
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Unpack10F(SSSHeader.Bytes >> 2));
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}
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float SubstrateSubSurfaceHeaderGetWrapOpacity(in FSubstrateSubsurfaceHeader SSSHeader)
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{
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return SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_WRAP ? UnpackR8(SSSHeader.Bytes >> 2) : 1.0f;
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}
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float SubstrateSubSurfaceHeaderGetOpacity(in FSubstrateSubsurfaceHeader SSSHeader)
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{
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const uint SSSType = SSSHEADER_TYPE(SSSHeader);
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// Shadow 'Opacity' is based on legacy shading code
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// * SSS Wrap -> SubstrateSubSurfaceHeaderGetWrapOpacity()
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// * SSS Diffusion -> 1
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// * SSS Diffusion Profile -> SubstrateSubSurfaceHeaderGetProfileRadiusScale()
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float Opacity = 1.0f;
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Opacity = SSSType == SSS_TYPE_DIFFUSION_PROFILE ? SubstrateSubSurfaceHeaderGetProfileRadiusScale(SSSHeader) : Opacity;
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Opacity = SSSType == SSS_TYPE_WRAP ? SubstrateSubSurfaceHeaderGetWrapOpacity(SSSHeader) : Opacity;
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return Opacity;
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}
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// Stored in second slice as UINT
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// This is cold data, rarely accessed
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struct FSubstrateSubsurfaceExtras
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{
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// float3 BaseColor; // alpha unused
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uint Bytes;
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};
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void SubstrateSubsurfaceExtrasSetBaseColor(inout FSubstrateSubsurfaceExtras SSSExtras, float3 BaseColor)
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{
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SSSExtras.Bytes = PackColorLinearToGamma2AlphaLinear(float4(BaseColor, 0.0f));
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}
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float3 SubstrateSubsurfaceExtrasGetBaseColor(in FSubstrateSubsurfaceExtras SSSExtras)
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{
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return UnpackColorGamma2ToLinearAlphaLinear(SSSExtras.Bytes).rgb;
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}
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struct FSubstrateSubsurfaceData
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{
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FSubstrateSubsurfaceHeader Header;
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FSubstrateSubsurfaceExtras Extras;
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};
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FSubstrateSubsurfaceHeader SubstrateLoadSubsurfaceHeader(Texture2DArray<uint> SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos)
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{
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FSubstrateSubsurfaceHeader Header;
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Header.Bytes = SubstrateBuffer.Load(uint4(PixelPos, FirstSliceStoringSubstrateSSSData + 0, 0));
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return Header;
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}
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FSubstrateSubsurfaceExtras SubstrateLoadSubsurfaceExtras(Texture2DArray<uint> SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos)
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{
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FSubstrateSubsurfaceExtras Extras;
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Extras.Bytes = SubstrateBuffer.Load(uint4(PixelPos, FirstSliceStoringSubstrateSSSData + 1, 0));
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return Extras;
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}
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FSubstrateSubsurfaceData SubstrateLoadSubsurfaceData(Texture2DArray<uint> SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos)
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{
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FSubstrateSubsurfaceData SSSData;
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SSSData.Header = SubstrateLoadSubsurfaceHeader(SubstrateBuffer, FirstSliceStoringSubstrateSSSData, PixelPos);
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SSSData.Extras = SubstrateLoadSubsurfaceExtras(SubstrateBuffer, FirstSliceStoringSubstrateSSSData, PixelPos);
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return SSSData;
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}
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void SubstrateStoreSubsurfaceHeader(RWTexture2DArray<uint> SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos, uint HeaderBytes)
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{
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SubstrateBuffer[uint3(PixelPos, FirstSliceStoringSubstrateSSSData + 0)] = HeaderBytes;
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}
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void SubstrateStoreSubsurfaceExtras(RWTexture2DArray<uint> SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos, uint ExtraBytes)
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{
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SubstrateBuffer[uint3(PixelPos, FirstSliceStoringSubstrateSSSData + 1)] = ExtraBytes;
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}
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uint SubstrateSubsurfaceProfileIdTo8bits(float In)
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{
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// Similar encoding than ExtractSubsurfaceProfileInt. Valid profile ID start at 1.
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return uint(In * 255.0f + 0.5f);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Shadow and transmission
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// A structure that can be used to transfert Legacy/substrate data for light transmission.
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struct FSubsurfaceOpacityMFP
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{
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bool bDataIsOpacity; // If false, Data is a mean free path
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float Data; // MFP or Opacity
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float Density; // Must be stored separately from Opacity, because Opacity is used for some tests
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};
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FSubsurfaceOpacityMFP GetInitialisedSubsurfaceOpacityMFP()
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{
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FSubsurfaceOpacityMFP SubsurfaceOpacityMFP;
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SubsurfaceOpacityMFP.bDataIsOpacity = true;
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SubsurfaceOpacityMFP.Data = 1.0;
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SubsurfaceOpacityMFP.Density = 0.0f;
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return SubsurfaceOpacityMFP;
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}
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float SubstrateShadowMFPToExtinction(float MFP)
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{
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const float Extinction = 1.0f / max(0.00001f, MFP);
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return Extinction;
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}
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float SubstrateShadowColoredMFPToGreyScaleMFP(float3 MFP)
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{
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return dot(MFP, (1.0f / 3.0f).xxx);
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}
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// Legacy conversion function, which translated Substrate sub-surface data into 'opacity' for shadow transmission purpose.
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FSubsurfaceOpacityMFP SubstrateGetSubsurfaceOpacityMFP(FSubstrateSubsurfaceHeader SSSHeader)
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{
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FSubsurfaceOpacityMFP SubsurfaceOpacityMFP = GetInitialisedSubsurfaceOpacityMFP();
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const uint SSSType = SubstrateSubSurfaceHeaderGetSSSType(SSSHeader);
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if (SSSType == SSS_TYPE_DIFFUSION)
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{
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SubsurfaceOpacityMFP.bDataIsOpacity = false;
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const float3 ColoredMFP = SubstrateSubSurfaceHeaderGetMFP(SSSHeader);
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SubsurfaceOpacityMFP.Data = SubstrateShadowColoredMFPToGreyScaleMFP(ColoredMFP);
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SubsurfaceOpacityMFP.Density = 0.0f;
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}
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else if (SSSType == SSS_TYPE_DIFFUSION_PROFILE)
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{
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SubsurfaceOpacityMFP.bDataIsOpacity = true;
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const float ProfileRadiusScale = SubstrateSubSurfaceHeaderGetProfileRadiusScale(SSSHeader);
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// This clamp aligns with SubsurfaceDensityFromOpacity
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// Various engine paths treat these subsurface materials differently
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// even when they have Opacity = 1 in the material shader, so this is
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// important to avoid things like backface transmission being shadowed by
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// contact shadows and so on.
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const float Opacity = min(ProfileRadiusScale, 0.99f);
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SubsurfaceOpacityMFP.Data = Opacity;
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FTransmissionProfileParams TransmissionParams = GetTransmissionProfileParams(SubstrateSubSurfaceHeaderGetProfileId(SSSHeader));
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SubsurfaceOpacityMFP.Density = SubsurfaceDensityFromOpacity(SubsurfaceOpacityMFP.Data) * TransmissionParams.ExtinctionScale * 3.1f; // This matches the weird computations done in CalcTransmissionThickness
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}
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else if (SSSType == SSS_TYPE_WRAP)
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{
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SubsurfaceOpacityMFP.bDataIsOpacity = true;
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// This clamp aligns with SubsurfaceDensityFromOpacity
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// Various engine paths treat these subsurface materials differently
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// even when they have Opacity = 1 in the material shader, so this is
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// important to avoid things like backface transmission being shadowed by
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// contact shadows and so on.
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const float Opacity = min(SubstrateSubSurfaceHeaderGetWrapOpacity(SSSHeader), 0.99f);
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SubsurfaceOpacityMFP.Data = Opacity;
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SubsurfaceOpacityMFP.Density = SubsurfaceDensityFromOpacity(SubsurfaceOpacityMFP.Data);
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}
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return SubsurfaceOpacityMFP;
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}
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