Files
UnrealEngineUWP/Engine/Shaders/Private/PostProcessSubsurface.usf
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

523 lines
16 KiB
Plaintext

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessSubsurface.usf: Screenspace subsurface scattering shaders.
=============================================================================*/
#include "Common.ush"
#include "PostProcessCommon.ush"
#include "DeferredShadingCommon.ush"
#include "SubsurfaceProfileCommon.ush"
// for VisualizeSSS
#include "MiniFontCommon.ush"
// x:Radius*DistanceToProjectionWindow/KernelSize*0.5, y:DistanceToProjectionWindow, zw: unused
float4 SSSParams;
// 0: (testing, could be faster), 1: higher quality
#define FULLRES_WHERE_POSSIBLE 1
#ifndef RECOMBINE_QUALITY
#define RECOMBINE_QUALITY 0
#endif
// ------------------------------------------
// setup for "SeparableSSS.ush"
float ComputeMaskFromDepthInAlpha(float Alpha)
{
return Alpha > 0;
}
// can be optimized
float GetSubsurfaceStrength(float2 UV)
{
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV);
float Mask = UseSubsurfaceProfile(ScreenSpaceData.GBuffer.ShadingModelID) ? 1.0f : 0.0f;
return Mask * ScreenSpaceData.GBuffer.CustomData.a;
}
// 0:full res (slower but reference) / 1:faster half res with some quality loss
// #define HALF_RES 1
// set by C++ for SubsurfacePS
// #define SSS_DIRECTION 0/1
#if SSS_SAMPLESET == 0
#define SSSS_N_KERNELWEIGHTCOUNT SSSS_KERNEL2_SIZE
#define SSSS_N_KERNELWEIGHTOFFSET SSSS_KERNEL2_OFFSET
#elif SSS_SAMPLESET == 1
#define SSSS_N_KERNELWEIGHTCOUNT SSSS_KERNEL1_SIZE
#define SSSS_N_KERNELWEIGHTOFFSET SSSS_KERNEL1_OFFSET
#else // SSS_SAMPLESET == 2
#define SSSS_N_KERNELWEIGHTCOUNT SSSS_KERNEL0_SIZE
#define SSSS_N_KERNELWEIGHTOFFSET SSSS_KERNEL0_OFFSET
#endif
// 0: faster
// 1: no color bleeding in z direction
#define SSSS_FOLLOW_SURFACE 1
// @param In needs to be in 0..1 range
// @return 0..1
float4 Quantize8Bit(float4 In)
{
return floor(In * 255.999f) / 255.0f;
}
// @return .rgb is the weight for color channel, .a is the sample location
float4 GetKernel(uint SampleIndex, uint SubsurfaceProfileInt)
{
const float4 TableMax = float4(1, 1, 1, SUBSURFACE_KERNEL_SIZE);
// profiled on NV670 fullscreen, one pass (total: 2 pass), samples: 13+1+13, large object filling the screen
// texture lookup
float4 Value = ActualSSProfilesTexture.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;
}
float3 GetProfileSubsurfaceColor(FGBufferData GBufferData)
{
// 0..255, which SubSurface profile to pick
uint SubsurfaceProfileInt = ExtractSubsurfaceProfileInt(GBufferData);
return GetKernel(SSSS_SUBSURFACE_COLOR_OFFSET, SubsurfaceProfileInt).rgb;
}
float4 SampleSetup(float2 BufferUV)
{
#if MANUALLY_CLAMP_UV
BufferUV = clamp(BufferUV, View.BufferBilinearUVMinMax.xy, View.BufferBilinearUVMinMax.zw);
#endif
return Texture2DSampleLevel(PostprocessInput0, PostprocessInput0Sampler, BufferUV, 0);
}
uint SampleSetupProfileId(float2 BufferUV)
{
#if MANUALLY_CLAMP_UV
BufferUV = clamp(BufferUV, View.BufferBilinearUVMinMax.xy, View.BufferBilinearUVMinMax.zw);
#endif
FGBufferData LocalGBufferData = GetGBufferData(BufferUV);
return ExtractSubsurfaceProfileInt(LocalGBufferData);
}
float3 GetProfileBoundaryColorBleed(FGBufferData GBufferData)
{
// 0..255, which SubSurface profile to pick
uint SubsurfaceProfileInt = ExtractSubsurfaceProfileInt(GBufferData);
return GetKernel(SSSS_BOUNDARY_COLOR_BLEED_OFFSET, SubsurfaceProfileInt).rgb;
}
// 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.ush"
// ------------------------------------------
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);
float HorizontalScaler = SUBSURFACE_RADIUS_SCALE;
// 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.CustomData.a * 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 noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0)
{
float2 UV = UVAndScreenPos.xy;
OutColor = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, UV);
int2 PixelPos = (int2)SvPosition.xy;
float2 ViewLocalUV = (PixelPos - View.ViewRectMin.xy) * View.ViewSizeAndInvSize.zw;
float2 IDAreaLocalUV = ViewLocalUV * 2 - 1.0f;
if (InUnitBox(IDAreaLocalUV))
{
float2 UV = View.ViewRectMin.xy * View.BufferSizeAndInvSize.zw + IDAreaLocalUV * (View.ViewSizeAndInvSize.xy * View.BufferSizeAndInvSize.zw);
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UV);
int SubsurfaceProfileInt = ExtractSubsurfaceProfileInt(ScreenSpaceData.GBuffer);
OutColor = float4(0.5f, 0.5f, 0.5f, 0);
BRANCH if (UseSubsurfaceProfile(ScreenSpaceData.GBuffer.ShadingModelID))
{
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);
}
}
}
struct SDiffuseAndSpecular
{
float3 Diffuse;
float3 Specular;
};
// can be moved/shared
half3 LookupSceneColor(float2 SceneUV, int2 PixelOffset)
{
#if ES2_PROFILE && COMPILER_GLSL_ES2
// slower but always works
// to prevent "error: Texture offset not supported on GLSL ES"
return Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, SceneUV + PixelOffset * PostprocessInput0Size.zw).rgb;
#else
// faster
return PostprocessInput0.SampleLevel(PostprocessInput0Sampler, SceneUV, 0, PixelOffset).rgb;
#endif
}
// @param UVSceneColor for the full res rendertarget (BufferSize) e.g. SceneColor or GBuffers
// @param ReconstructMethod 0/1/2/3 (should be a literal constant to allow compiler optimizations)
SDiffuseAndSpecular ReconstructLighting(float2 UVSceneColor, uint ReconstructMethod)
{
SDiffuseAndSpecular Ret;
// If SUBSURFACE_CHANNEL_MODE is 0, checkerboard is forced on
#if SUBSURFACE_PROFILE_CHECKERBOARD || SUBSURFACE_CHANNEL_MODE == 0
{
bool bChecker = CheckerFromSceneColorUV(UVSceneColor);
// todo: We could alternate the diagonal with TemporalAA or even only only 1 sample for low spec or 4 for high spec
float3 Quant0 = PostprocessInput0.SampleLevel(PostprocessInput0Sampler, UVSceneColor, 0).rgb;
// todo: expose as scalability setting (can be evaluate best without TemporalAA)
// 0:fast but pattern can appear, 1:better, 2: even better, 3: best but expensive
float3 Quant1;
if(ReconstructMethod == 0)
{
// cheap, crappy
Quant1 = LookupSceneColor(UVSceneColor, int2(1, 0));
}
else if(ReconstructMethod == 1)
{
// acceptable but not perfect
Quant1 = 0.5f * (
LookupSceneColor(UVSceneColor, int2( 1, 0)) +
LookupSceneColor(UVSceneColor, int2(-1, 0)));
}
else if(ReconstructMethod == 2)
{
// almost same as 1?
Quant1 = 0.25f * (
LookupSceneColor(UVSceneColor, int2( 1, 0)) +
LookupSceneColor(UVSceneColor, int2( 0, 1)) +
LookupSceneColor(UVSceneColor, int2(-1, 0)) +
LookupSceneColor(UVSceneColor, int2( 0, -1)));
}
else if(ReconstructMethod == 3)
{
// very good
float3 A = LookupSceneColor(UVSceneColor, int2( 1, 0));
float3 B = LookupSceneColor(UVSceneColor, int2(-1, 0));
float3 C = LookupSceneColor(UVSceneColor, int2( 0, 1));
float3 D = LookupSceneColor(UVSceneColor, int2( 0, -1));
// Luminance could be green channel only
float a = Luminance(A);
float b = Luminance(B);
float c = Luminance(C);
float d = Luminance(D);
float ab = abs(a - b);
float cd = abs(c - d);
// take the average in the direction that avoids dither pattern
Quant1 = 0.5f * lerp(A + B, C + D, ab > cd);
}
Ret.Diffuse = lerp(Quant1, Quant0, bChecker);
Ret.Specular = lerp(Quant0, Quant1, bChecker);
}
#else // SUBSURFACE_PROFILE_CHECKERBOARD
{
// If we're not doing checkerboard encoding, we just need to read a single pixel and decode (combined diffuse/spec in RGB)
float4 CenterSample = PostprocessInput0.SampleLevel(PostprocessInput0Sampler, UVSceneColor, 0);
float3 CombinedColor = CenterSample.rgb;
float DiffuseLuminance = CenterSample.a;
float CombinedLuminance = Luminance(CombinedColor);
float DiffuseFactor = saturate(DiffuseLuminance / CombinedLuminance);
float SpecularFactor = 1.0f - DiffuseFactor;
Ret.Diffuse = CombinedColor * DiffuseFactor;
Ret.Specular = CombinedColor * SpecularFactor;
}
#endif // !SUBSURFACE_PROFILE_CHECKERBOARD
return Ret;
}
// @param UVSceneColor for the full res rendertarget (BufferSize) e.g. SceneColor or GBuffers
// @return .RGB Color that should be scattared, .A:1 for subsurface scattering material, 0 for not
float4 SetupSubsurfaceForOnePixel(float2 UVSceneColor)
{
float4 Ret = 0;
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(UVSceneColor);
BRANCH if (UseSubsurfaceProfile(ScreenSpaceData.GBuffer.ShadingModelID))
{
// '1' is lower quality but that is acceptable here
SDiffuseAndSpecular DiffuseAndSpecular = ReconstructLighting(UVSceneColor, 1);
Ret.rgb = DiffuseAndSpecular.Diffuse;
// it's a valid sample
Ret.a = 1;
}
return Ret;
}
void SetupPS(in noperspective float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
{
float2 BufferUV = UVAndScreenPos.xy;
#if HALF_RES
// order aligned with Gather() hardware implementation
// RGB: color*A, A:weight 0 if no subsurface scattering
float4 A = SetupSubsurfaceForOnePixel(min(BufferUV + float2(-0.5, 0.5f) * PostprocessInput0Size.zw, View.BufferBilinearUVMinMax.zw));
float4 B = SetupSubsurfaceForOnePixel(min(BufferUV + float2( 0.5, 0.5f) * PostprocessInput0Size.zw, View.BufferBilinearUVMinMax.zw));
float4 C = SetupSubsurfaceForOnePixel(min(BufferUV + float2( 0.5, -0.5f) * PostprocessInput0Size.zw, View.BufferBilinearUVMinMax.zw));
float4 D = SetupSubsurfaceForOnePixel(min(BufferUV + float2(-0.5, -0.5f) * PostprocessInput0Size.zw, View.BufferBilinearUVMinMax.zw));
float4 Sum = (A + B) + (C + D);
float Div = 1.0f / max(Sum.a, 0.00001f);
OutColor.rgb = Sum.rgb * Div;
float4 FourDepth = GatherSceneDepth(BufferUV, 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;
#else // HALF_RES
OutColor = SetupSubsurfaceForOnePixel(BufferUV);
if( OutColor.a > 0){
OutColor.a = CalcSceneDepth(BufferUV);
}
#endif // HALF_RES
#if 0
float SSSScaleX = SSSParams.x;
float scale = SSSScaleX / SingleDepth;
// float scale = SSSScaleX / min(min(FourDepth.x, FourDepth.y), min(FourDepth.z, FourDepth.w));
float HorizontalScaler = SUBSURFACE_RADIUS_SCALE;
// Calculate the final step to fetch the surrounding pixels:
float finalStep = scale * HorizontalScaler;
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(BufferUV);
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
}
// input0 is created by the SetupPS shader
void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0)
{
float2 BufferUV = UVAndScreenPos.xy;
#if SSS_DIRECTION == 0
// horizontal
float2 ViewportDirectionUV = float2(1, 0) * SUBSURFACE_RADIUS_SCALE;
#else
// vertical
float2 ViewportDirectionUV = float2(0, 1) * SUBSURFACE_RADIUS_SCALE * (View.ViewSizeAndInvSize.x * View.ViewSizeAndInvSize.w);
#endif
#if MANUALLY_CLAMP_UV
ViewportDirectionUV *= (View.ViewSizeAndInvSize.x * View.BufferSizeAndInvSize.z);
#endif
OutColor = SSSSBlurPS(BufferUV, ViewportDirectionUV, false);
#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(noperspective float4 UVAndScreenPos : TEXCOORD0, float4 SvPosition : SV_POSITION, out float4 OutColor : SV_Target0)
{
float2 BufferUV = UVAndScreenPos.xy;
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(BufferUV);
if (!UseSubsurfaceProfile(ScreenSpaceData.GBuffer.ShadingModelID))
{
OutColor = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, BufferUV);
return;
}
// bilinear filtering
float3 SSSColor;
{
float4 SSSColorWithAlpha = Texture2DSample(PostprocessInput1, PostprocessInput1Sampler, BufferUV);
// renormalize to dilate RGB to fix half res upsampling artifacts
SSSColor = SSSColorWithAlpha.rgb / max(SSSColorWithAlpha.a, 0.00001f);
}
float LerpFactor = 1;
#if HALF_RES
#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, BufferUV, PostprocessInput1Size);
// hack to debug if the fade is happening at the same time the VisualizeSSS shows it
// SSSColor = 0;
#endif
#endif // HALF_RES
#if !RECOMBINE_SUBSURFACESCATTER
// Scalability requests no Scatter, but we still need to reconstruct a color
LerpFactor = 0;
#endif
// we multiply the base color later in to get more crips human skin textures (scanned data always has Subsurface included)
float3 StoredBaseColor = ScreenSpaceData.GBuffer.StoredBaseColor;
float StoredSpecular = ScreenSpaceData.GBuffer.StoredSpecular;
uint ReconstructMethod = RECOMBINE_QUALITY ? 3 : 1;
SDiffuseAndSpecular DiffuseAndSpecular = ReconstructLighting(BufferUV, ReconstructMethod);
float3 ExtractedNonSubsurface = DiffuseAndSpecular.Specular;
// asset specific color
float3 SubsurfaceColor = GetProfileSubsurfaceColor(ScreenSpaceData.GBuffer);
float3 FadedSubsurfaceColor = GetProfileSubsurfaceColor(ScreenSpaceData.GBuffer) * LerpFactor;
// hack to debug if the fade is happening at the same time the VisualizeSSS shows it
// SSSColor = float3(0,1,0);
// combine potentially half res with full res
float3 SubsurfaceLighting = lerp(DiffuseAndSpecular.Diffuse, SSSColor, FadedSubsurfaceColor);
OutColor = float4(SubsurfaceLighting * StoredBaseColor + ExtractedNonSubsurface, 0);
}