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* fixed reallocation of scene render targets because of Skylight, was wasting VRam [CL 2317878 by Martin Mittring in Main branch]
284 lines
7.7 KiB
Plaintext
284 lines
7.7 KiB
Plaintext
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessSubsurface.usf: Screenspace subsurface scattering shaders.
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=============================================================================*/
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#include "Common.usf"
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#include "PostProcessCommon.usf"
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#include "DeferredShadingCommon.usf"
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// for VisualizeSSS
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#include "MiniFontCommon.usf"
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/** RGBA8 linear texture containing random normals */
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Texture2D SSProfilesTexture;
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SamplerState SSProfilesTextureSampler;
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// x:Radius, y:DistanceToProjectionWindow, zw:xy scale correction for BufferSize!=ViewportSize
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float4 SSSParams;
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// ------------------------------------------
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// setup for "SeparableSSS.usf"
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#define SSSS_HLSL_4 1
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// can be optimized
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float GetSubsurfaceStrength(float2 UV)
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{
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FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV);
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float Mask = ScreenSpaceData.GBuffer.ShadingModelID >= SHADINGMODELID_SUBSURFACE_PROFILE;
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return Mask * ScreenSpaceData.GBuffer.Opacity;
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}
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//#define SSSS_STREGTH_SOURCE 1 // todo: masking fom LightingModel or SSSColor
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#define SSSS_STREGTH_SOURCE GetSubsurfaceStrength(texcoord)
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// 0:speculars leak into SSS / 1:requires alpha channel for scenecolor
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// #define SSSS_SPECULAR_CORRECTION 1
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// set by C++ for SubsurfaceRecombinePS
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// #define SSS_RECOMBINE_METHOD 0:without reconstruct specular/1:with reconstruct specular
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// set by C++ for SubsurfacePS
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// #define SSS_DIRECTION 0/1
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// define by C++ for the setup pass
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#ifndef SETUP_MODE
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#define SETUP_MODE 0
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#endif
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#if SETUP_MODE == 0
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#define SSSS_SPECULAR_CORRECTION 0
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#define SETUP_HALF_RES 0
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#elif SETUP_MODE == 1
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#define SSSS_SPECULAR_CORRECTION 1
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#define SETUP_HALF_RES 0
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#elif SETUP_MODE == 3
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#define SSSS_SPECULAR_CORRECTION 0
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#define SETUP_HALF_RES 1
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#elif SETUP_MODE == 4
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#define SSSS_SPECULAR_CORRECTION 1
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#define SETUP_HALF_RES 1
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#else
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// doesn't matter
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#define SSSS_SPECULAR_CORRECTION 0
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#endif
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#if SSS_SAMPLESET == 0
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#define SSSS_N_KERNELWEIGHTCOUNT 6
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#define SSSS_N_KERNELWEIGHTOFFSET (13 + 9)
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#elif SSS_SAMPLESET == 1
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#define SSSS_N_KERNELWEIGHTCOUNT 9
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#define SSSS_N_KERNELWEIGHTOFFSET 13
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#else // SSS_SAMPLESET == 2
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#define SSSS_N_KERNELWEIGHTCOUNT 13
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#define SSSS_N_KERNELWEIGHTOFFSET 0
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#endif
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// 0: faster
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// 1: no color bleeding in z direction
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#define SSSS_FOLLOW_SURFACE 1
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// from https://github.com/iryoku/separable-sss/tree/master/Demo
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// Jorge Jimenez http://www.iryoku.com/
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// http://www.iryoku.com/translucency/downloads/Real-Time-Realistic-Skin-Translucency.pdf
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#include "SeparableSSS.usf"
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// ------------------------------------------
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#if SSSS_SPECULAR_CORRECTION == 1
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// requires alpha channel for scenecolor
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#elif SSSS_SPECULAR_CORRECTION == 0
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// speculars leak into SSS
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#else
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error
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#endif
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// 0 / 1
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#define VISUALIZE_KERNEL 0
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bool InUnitBox(float2 UV)
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{
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return UV.x >= 0 && UV.y >= 0 && UV.y < 1 && UV.y < 1;
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}
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float3 SetupSubsurfaceForOnePixel(float2 UV)
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{
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float3 Ret = 0;
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FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV);
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FLATTEN if (ScreenSpaceData.GBuffer.ShadingModelID >= SHADINGMODELID_SUBSURFACE_PROFILE)
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{
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float4 SceneColor4 = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV);
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#if SSSS_SPECULAR_CORRECTION == 1
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// we take out the specular highlights
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Ret = LightAccumulator_ReconstructDiffuseLighting(SceneColor4);
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#else
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Ret = SceneColor4.rgb;
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#endif
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}
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return Ret;
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}
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void SetupPS(in float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
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{
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float2 UV = UVAndScreenPos.xy;
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OutColor = 0;
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// if not VisualizeSSS
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if (SETUP_MODE != 2)
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{
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#if SETUP_HALF_RES
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OutColor.rgb += SetupSubsurfaceForOnePixel(UV + float2(-0.5, -0.5f) * PostprocessInput0Size.zw);
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OutColor.rgb += SetupSubsurfaceForOnePixel(UV + float2( 0.5, -0.5f) * PostprocessInput0Size.zw);
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OutColor.rgb += SetupSubsurfaceForOnePixel(UV + float2(-0.5, 0.5f) * PostprocessInput0Size.zw);
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OutColor.rgb += SetupSubsurfaceForOnePixel(UV + float2( 0.5, 0.5f) * PostprocessInput0Size.zw);
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OutColor *= 0.25f;
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#else
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OutColor.rgb = SetupSubsurfaceForOnePixel(UV);
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#endif
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}
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else
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{
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// visualization (doesn't have to be fast)
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OutColor = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV);
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int2 PixelPos = (int2)(UVAndScreenPos.zw * ScreenPosToPixel.xy + ScreenPosToPixel.zw + 0.5f);
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float2 ViewLocalUV = (PixelPos - View.ViewRectMin.xy) * View.ViewSizeAndSceneTexelSize.zw;
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float2 IDAreaLocalUV = ViewLocalUV * 2 - 1.0f;
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// OutColor = float4(IDAreaLocalUV.xy, 0, 0); return;
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if (InUnitBox(IDAreaLocalUV))
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{
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FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(View.ViewRectMin.xy * View.ViewSizeAndSceneTexelSize.zw + IDAreaLocalUV * (View.ViewSizeAndSceneTexelSize.xy * View.ViewSizeAndSceneTexelSize.zw));
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int SubsurfaceProfileInt = ExtractSubsurfaceProfileInt(ScreenSpaceData.GBuffer);
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OutColor = float4(0.5f, 0.5f, 0.5f, 0);
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BRANCH if (ScreenSpaceData.GBuffer.ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE)
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{
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if (SubsurfaceProfileInt == 0)
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{
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// default (no Profile)
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OutColor = float4(0.8f, 0.7f, 0.6f, 0);
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}
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if (SubsurfaceProfileInt == 1)
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{
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OutColor = float4(1, 0, 0, 0);
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}
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if (SubsurfaceProfileInt == 2)
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{
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OutColor = float4(0, 1, 0, 0);
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}
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if (SubsurfaceProfileInt == 3)
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{
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OutColor = float4(0, 0, 1, 0);
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}
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if (SubsurfaceProfileInt == 4)
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{
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OutColor = float4(1, 0, 1, 0);
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}
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if (SubsurfaceProfileInt == 5)
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{
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OutColor = float4(0, 1, 1, 0);
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}
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if (SubsurfaceProfileInt == 6)
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{
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OutColor = float4(1, 1, 0, 0);
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}
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if (SubsurfaceProfileInt == 100)
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{
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OutColor = float4(0, 0.2f, 0, 0);
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}
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if (SubsurfaceProfileInt == 255)
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{
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OutColor = float4(1, 1, 1, 0);
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}
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int2 LeftTop = (PixelPos / 8) * 8;
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PrintCharacter(PixelPos, OutColor.rgb, float3(1, 1, 1), LeftTop, SubsurfaceProfileInt);
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}
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}
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}
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}
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// input0 is created by the SetupPS shader
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void MainPS(float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
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{
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float2 UV = UVAndScreenPos.xy;
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// call into "SeparableSSS.usf"
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// in world units, *0.01 to scale from units(cm) to m
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float sssWidth = SSSParams.x;
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// the viewport is only a fraction of the buffersize, here we compensate for that
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// *1000 as we store the sample distances / 1000 to allows for scaling
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float Scaler = View.ViewSizeAndSceneTexelSize.x * View.ViewSizeAndSceneTexelSize.z * 1000.0f;
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#if SSS_DIRECTION == 0
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// horizontal
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float2 Direction = float2(1, 0) * Scaler;
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#else
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// vertical
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float2 Direction = float2(0, View.ViewSizeAndSceneTexelSize.w / View.ViewSizeAndSceneTexelSize.z) * Scaler;
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#endif
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OutColor.rgb = SSSSBlurPS(UV, sssWidth, Direction, false).rgb;
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OutColor.a = 1.0f;
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}
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void SubsurfaceRecombinePS(float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
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{
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float2 UV = UVAndScreenPos.xy;
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OutColor.rgb = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV).rgb;
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OutColor.a = 1.0f;
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// recombine with the scene color
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// can be optimized
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float2 PixelPos = UVAndScreenPos.zw * ScreenPosToPixel.xy + ScreenPosToPixel.zw;
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float2 UVSceneColor = (PixelPos + 0.5f) * View.ViewSizeAndSceneTexelSize.zw;
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float4 SceneColor4 = Texture2DSample(PostprocessInput1, PostprocessInput1Sampler, UVSceneColor);
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float4 SSSColor = OutColor;
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FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UVSceneColor);
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SSSColor.a = (ScreenSpaceData.GBuffer.ShadingModelID >= SHADINGMODELID_SUBSURFACE_PROFILE);
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#if SSS_RECOMBINE_METHOD
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// we took the specular highlights out, now we add them back in
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SSSColor.rgb += LightAccumulator_ReconstructNonDiffuseLighting(SceneColor4);
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#endif
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// alpha channel can be anything - we consumed the value and likely output to a format that doesn't need the value
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OutColor = float4(lerp(SceneColor4.rgb, SSSColor.rgb, SSSColor.a), 0);
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}
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