246 lines
14 KiB
C#
246 lines
14 KiB
C#
using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.HighDefinition
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{
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public partial class HDRenderPipeline
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{
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// Disney SSS Model
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ComputeShader m_SubsurfaceScatteringCS;
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int m_SubsurfaceScatteringKernel;
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int m_SubsurfaceScatteringKernelMSAA;
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Material m_CombineLightingPass;
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// End Disney SSS Model
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// This is use to be able to read stencil value in compute shader
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Material m_SSSCopyStencilForSplitLighting;
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// List of every diffusion profile data we need
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Vector4[] m_SSSShapeParamsAndMaxScatterDists;
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Vector4[] m_SSSTransmissionTintsAndFresnel0;
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Vector4[] m_SSSDisabledTransmissionTintsAndFresnel0;
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Vector4[] m_SSSWorldScalesAndFilterRadiiAndThicknessRemaps;
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uint[] m_SSSDiffusionProfileHashes;
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int[] m_SSSDiffusionProfileUpdate;
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DiffusionProfileSettings[] m_SSSSetDiffusionProfiles;
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DiffusionProfileSettings m_SSSDefaultDiffusionProfile;
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int m_SSSActiveDiffusionProfileCount;
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uint m_SSSTexturingModeFlags; // 1 bit/profile: 0 = PreAndPostScatter, 1 = PostScatter
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uint m_SSSTransmissionFlags; // 1 bit/profile: 0 = regular, 1 = thin
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void InitializeSubsurfaceScattering()
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{
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// Disney SSS (compute + combine)
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string kernelName = "SubsurfaceScattering";
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m_SubsurfaceScatteringCS = defaultResources.shaders.subsurfaceScatteringCS;
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m_SubsurfaceScatteringKernel = m_SubsurfaceScatteringCS.FindKernel(kernelName);
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m_CombineLightingPass = CoreUtils.CreateEngineMaterial(defaultResources.shaders.combineLightingPS);
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m_CombineLightingPass.SetInt(HDShaderIDs._StencilRef, (int)StencilUsage.SubsurfaceScattering);
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m_CombineLightingPass.SetInt(HDShaderIDs._StencilMask, (int)StencilUsage.SubsurfaceScattering);
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m_SSSCopyStencilForSplitLighting = CoreUtils.CreateEngineMaterial(defaultResources.shaders.copyStencilBufferPS);
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m_SSSCopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilUsage.SubsurfaceScattering);
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m_SSSCopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilMask, (int)StencilUsage.SubsurfaceScattering);
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m_SSSDefaultDiffusionProfile = defaultResources.assets.defaultDiffusionProfile;
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// fill the list with the max number of diffusion profile so we dont have
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// the error: exceeds previous array size (5 vs 3). Cap to previous size.
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m_SSSShapeParamsAndMaxScatterDists = new Vector4[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
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m_SSSTransmissionTintsAndFresnel0 = new Vector4[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
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m_SSSDisabledTransmissionTintsAndFresnel0 = new Vector4[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
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m_SSSWorldScalesAndFilterRadiiAndThicknessRemaps = new Vector4[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
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m_SSSDiffusionProfileHashes = new uint[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
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m_SSSDiffusionProfileUpdate = new int[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
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m_SSSSetDiffusionProfiles = new DiffusionProfileSettings[DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT];
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// If ray tracing is supported by the asset, do the initialization
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if (rayTracingSupported)
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InitializeSubsurfaceScatteringRT();
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}
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void CleanupSubsurfaceScattering()
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{
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if (rayTracingSupported)
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CleanupSubsurfaceScatteringRT();
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CoreUtils.Destroy(m_CombineLightingPass);
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CoreUtils.Destroy(m_SSSCopyStencilForSplitLighting);
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}
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void UpdateCurrentDiffusionProfileSettings(HDCamera hdCamera)
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{
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var currentDiffusionProfiles = HDRenderPipeline.defaultAsset.diffusionProfileSettingsList;
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var diffusionProfileOverride = hdCamera.volumeStack.GetComponent<DiffusionProfileOverride>();
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// If there is a diffusion profile volume override, we merge diffusion profiles that are overwritten
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if (diffusionProfileOverride.active && diffusionProfileOverride.diffusionProfiles.value != null)
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{
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currentDiffusionProfiles = diffusionProfileOverride.diffusionProfiles.value;
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}
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// The first profile of the list is the default diffusion profile, used either when the diffusion profile
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// on the material isn't assigned or when the diffusion profile can't be displayed (too many on the frame)
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SetDiffusionProfileAtIndex(m_SSSDefaultDiffusionProfile, 0);
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m_SSSDiffusionProfileHashes[0] = DiffusionProfileConstants.DIFFUSION_PROFILE_NEUTRAL_ID;
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int i = 1;
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foreach (var v in currentDiffusionProfiles)
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{
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if (v == null)
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continue;
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SetDiffusionProfileAtIndex(v, i++);
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}
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m_SSSActiveDiffusionProfileCount = i;
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}
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void SetDiffusionProfileAtIndex(DiffusionProfileSettings settings, int index)
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{
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// if the diffusion profile was already set and it haven't changed then there is nothing to upgrade
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if (m_SSSSetDiffusionProfiles[index] == settings && m_SSSDiffusionProfileUpdate[index] == settings.updateCount)
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return;
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// if the settings have not yet been initialized
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if (settings.profile.hash == 0)
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return;
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m_SSSShapeParamsAndMaxScatterDists[index] = settings.shapeParamAndMaxScatterDist;
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m_SSSTransmissionTintsAndFresnel0[index] = settings.transmissionTintAndFresnel0;
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m_SSSDisabledTransmissionTintsAndFresnel0[index] = settings.disabledTransmissionTintAndFresnel0;
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m_SSSWorldScalesAndFilterRadiiAndThicknessRemaps[index] = settings.worldScaleAndFilterRadiusAndThicknessRemap;
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m_SSSDiffusionProfileHashes[index] = settings.profile.hash;
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// Erase previous value (This need to be done here individually as in the SSS editor we edit individual component)
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uint mask = 1u << index;
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m_SSSTexturingModeFlags &= ~mask;
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m_SSSTransmissionFlags &= ~mask;
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m_SSSTexturingModeFlags |= (uint)settings.profile.texturingMode << index;
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m_SSSTransmissionFlags |= (uint)settings.profile.transmissionMode << index;
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m_SSSSetDiffusionProfiles[index] = settings;
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m_SSSDiffusionProfileUpdate[index] = settings.updateCount;
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}
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unsafe void UpdateShaderVariablesGlobalSubsurface(ref ShaderVariablesGlobal cb, HDCamera hdCamera)
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{
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UpdateCurrentDiffusionProfileSettings(hdCamera);
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cb._DiffusionProfileCount = (uint)m_SSSActiveDiffusionProfileCount;
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cb._EnableSubsurfaceScattering = hdCamera.frameSettings.IsEnabled(FrameSettingsField.SubsurfaceScattering) ? 1u : 0u;
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cb._TexturingModeFlags = m_SSSTexturingModeFlags;
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cb._TransmissionFlags = m_SSSTransmissionFlags;
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for (int i = 0; i < m_SSSActiveDiffusionProfileCount; ++i)
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{
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for (int c = 0; c < 4; ++c) // Vector4 component
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{
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cb._ShapeParamsAndMaxScatterDists[i * 4 + c] = m_SSSShapeParamsAndMaxScatterDists[i][c];
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// To disable transmission, we simply nullify the transmissionTint
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cb._TransmissionTintsAndFresnel0[i * 4 + c] = hdCamera.frameSettings.IsEnabled(FrameSettingsField.Transmission) ? m_SSSTransmissionTintsAndFresnel0[i][c] : m_SSSDisabledTransmissionTintsAndFresnel0[i][c];
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cb._WorldScalesAndFilterRadiiAndThicknessRemaps[i * 4 + c] = m_SSSWorldScalesAndFilterRadiiAndThicknessRemaps[i][c];
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}
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cb._DiffusionProfileHashTable[i * 4] = m_SSSDiffusionProfileHashes[i];
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}
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}
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static bool NeedTemporarySubsurfaceBuffer()
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{
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// Caution: need to be in sync with SubsurfaceScattering.cs USE_INTERMEDIATE_BUFFER (Can't make a keyword as it is a compute shader)
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// Typed UAV loads from FORMAT_R16G16B16A16_FLOAT is an optional feature of Direct3D 11.
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// Most modern GPUs support it. We can avoid performing a costly copy in this case.
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// TODO: test/implement for other platforms.
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return (SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 &&
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SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation5 &&
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SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne &&
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SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12 &&
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SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxOne &&
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SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxSeries);
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}
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struct SubsurfaceScatteringParameters
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{
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public ComputeShader subsurfaceScatteringCS;
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public int subsurfaceScatteringCSKernel;
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public int sampleBudget;
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public bool needTemporaryBuffer;
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public Material copyStencilForSplitLighting;
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public Material combineLighting;
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public int numTilesX;
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public int numTilesY;
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public int numTilesZ;
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}
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struct SubsurfaceScatteringResources
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{
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public RTHandle colorBuffer;
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public RTHandle diffuseBuffer;
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public RTHandle depthStencilBuffer;
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public RTHandle depthTexture;
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public RTHandle cameraFilteringBuffer;
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public ComputeBuffer coarseStencilBuffer;
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public RTHandle sssBuffer;
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}
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SubsurfaceScatteringParameters PrepareSubsurfaceScatteringParameters(HDCamera hdCamera)
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{
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var parameters = new SubsurfaceScatteringParameters();
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parameters.subsurfaceScatteringCS = m_SubsurfaceScatteringCS;
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parameters.subsurfaceScatteringCS.shaderKeywords = null;
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if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA))
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{
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m_SubsurfaceScatteringCS.EnableKeyword("ENABLE_MSAA");
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}
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parameters.subsurfaceScatteringCSKernel = m_SubsurfaceScatteringKernel;
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parameters.needTemporaryBuffer = NeedTemporarySubsurfaceBuffer() || hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA);
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parameters.copyStencilForSplitLighting = m_SSSCopyStencilForSplitLighting;
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parameters.combineLighting = m_CombineLightingPass;
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parameters.numTilesX = ((int)hdCamera.screenSize.x + 15) / 16;
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parameters.numTilesY = ((int)hdCamera.screenSize.y + 15) / 16;
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parameters.numTilesZ = hdCamera.viewCount;
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parameters.sampleBudget = hdCamera.frameSettings.sssResolvedSampleBudget;
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return parameters;
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}
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// Combines specular lighting and diffuse lighting with subsurface scattering.
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// In the case our frame is MSAA, for the moment given the fact that we do not have read/write access to the stencil buffer of the MSAA target; we need to keep this pass MSAA
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// However, the compute can't output and MSAA target so we blend the non-MSAA target into the MSAA one.
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static void RenderSubsurfaceScattering(in SubsurfaceScatteringParameters parameters, in SubsurfaceScatteringResources resources, CommandBuffer cmd)
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{
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cmd.SetComputeIntParam(parameters.subsurfaceScatteringCS, HDShaderIDs._SssSampleBudget, parameters.sampleBudget);
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cmd.SetComputeTextureParam(parameters.subsurfaceScatteringCS, parameters.subsurfaceScatteringCSKernel, HDShaderIDs._DepthTexture, resources.depthTexture);
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cmd.SetComputeTextureParam(parameters.subsurfaceScatteringCS, parameters.subsurfaceScatteringCSKernel, HDShaderIDs._IrradianceSource, resources.diffuseBuffer);
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cmd.SetComputeTextureParam(parameters.subsurfaceScatteringCS, parameters.subsurfaceScatteringCSKernel, HDShaderIDs._SSSBufferTexture, resources.sssBuffer);
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cmd.SetComputeBufferParam(parameters.subsurfaceScatteringCS, parameters.subsurfaceScatteringCSKernel, HDShaderIDs._CoarseStencilBuffer, resources.coarseStencilBuffer);
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if (parameters.needTemporaryBuffer)
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{
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cmd.SetComputeTextureParam(parameters.subsurfaceScatteringCS, parameters.subsurfaceScatteringCSKernel, HDShaderIDs._CameraFilteringBuffer, resources.cameraFilteringBuffer);
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// Perform the SSS filtering pass
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cmd.DispatchCompute(parameters.subsurfaceScatteringCS, parameters.subsurfaceScatteringCSKernel, parameters.numTilesX, parameters.numTilesY, parameters.numTilesZ);
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parameters.combineLighting.SetTexture(HDShaderIDs._IrradianceSource, resources.cameraFilteringBuffer);
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// Additively blend diffuse and specular lighting into the color buffer.
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HDUtils.DrawFullScreen(cmd, parameters.combineLighting, resources.colorBuffer, resources.depthStencilBuffer);
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}
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else
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{
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cmd.SetComputeTextureParam(parameters.subsurfaceScatteringCS, parameters.subsurfaceScatteringCSKernel, HDShaderIDs._CameraColorTexture, resources.colorBuffer);
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// Perform the SSS filtering pass which performs an in-place update of 'colorBuffer'.
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cmd.DispatchCompute(parameters.subsurfaceScatteringCS, parameters.subsurfaceScatteringCSKernel, parameters.numTilesX, parameters.numTilesY, parameters.numTilesZ);
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}
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}
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}
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}
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