using UnityEngine.Rendering; using System; namespace UnityEngine.Experimental.Rendering.HDPipeline { public class SubsurfaceScatteringManager { // Currently we only support SSSBuffer with one buffer. If the shader code change, it may require to update the shader manager public const int k_MaxSSSBuffer = 1; public int sssBufferCount { get { return k_MaxSSSBuffer; } } RTHandle[] m_ColorMRTs = new RTHandle[k_MaxSSSBuffer]; bool[] m_ExternalBuffer = new bool[k_MaxSSSBuffer]; // Disney SSS Model ComputeShader m_SubsurfaceScatteringCS; int m_SubsurfaceScatteringKernel; Material m_CombineLightingPass; RTHandle m_HTile; // End Disney SSS Model // Jimenez SSS Model Material m_SssVerticalFilterPass; Material m_SssHorizontalFilterAndCombinePass; // End Jimenez SSS Model // Jimenez need an extra buffer and Disney need one for some platform RTHandle m_CameraFilteringBuffer; // This is use to be able to read stencil value in compute shader Material m_CopyStencilForSplitLighting; public SubsurfaceScatteringManager() { } public void InitSSSBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings) { // TODO: For MSAA, at least initially, we can only support Jimenez, because we can't create MSAA + UAV render targets. if (settings.supportForwardOnly) { // In case of full forward we must allocate the render target for forward SSS (or reuse one already existing) // TODO: Provide a way to reuse a render target m_ColorMRTs[0] = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: true, name: "SSSBuffer"); m_ExternalBuffer[0] = false; } else { // In case of deferred, we must be in sync with SubsurfaceScattering.hlsl and lit.hlsl files and setup the correct buffers m_ColorMRTs[0] = gbufferManager.GetBuffer(0); // Note: This buffer must be sRGB (which is the case with Lit.shader) m_ExternalBuffer[0] = true; } if (ShaderConfig.k_UseDisneySSS == 0 || NeedTemporarySubsurfaceBuffer()) { // Caution: must be same format as m_CameraSssDiffuseLightingBuffer m_CameraFilteringBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.RGB111110Float, sRGB: false, enableRandomWrite: true, enableMSAA: true, name: "SSSCameraFiltering"); // Enable UAV } // We use 8x8 tiles in order to match the native GCN HTile as closely as possible. m_HTile = RTHandle.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true, name: "SSSHtile"); // Enable UAV } public RTHandle GetSSSBuffer(int index) { Debug.Assert(index < sssBufferCount); return m_ColorMRTs[index]; } public void Build(HDRenderPipelineAsset hdAsset) { // Disney SSS (compute + combine) string kernelName = hdAsset.renderPipelineSettings.enableUltraQualitySSS ? "SubsurfaceScatteringQualityUltra" : "SubsurfaceScatteringQualityNormal"; m_SubsurfaceScatteringCS = hdAsset.renderPipelineResources.subsurfaceScatteringCS; m_SubsurfaceScatteringKernel = m_SubsurfaceScatteringCS.FindKernel(kernelName); m_CombineLightingPass = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.combineLighting); m_CombineLightingPass.SetInt(HDShaderIDs._StencilMask, (int)HDRenderPipeline.StencilBitMask.LightingMask); // Jimenez SSS Model (shader) m_SssVerticalFilterPass = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.subsurfaceScattering); m_SssVerticalFilterPass.DisableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE"); m_SssVerticalFilterPass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.Zero); m_SssVerticalFilterPass.SetInt(HDShaderIDs._StencilMask, (int)HDRenderPipeline.StencilBitMask.LightingMask); m_SssHorizontalFilterAndCombinePass = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.subsurfaceScattering); m_SssHorizontalFilterAndCombinePass.EnableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE"); m_SssHorizontalFilterAndCombinePass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.One); m_SssHorizontalFilterAndCombinePass.SetInt(HDShaderIDs._StencilMask, (int)HDRenderPipeline.StencilBitMask.LightingMask); m_CopyStencilForSplitLighting = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.copyStencilBuffer); m_CopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.SplitLighting); m_CopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilMask, (int)HDRenderPipeline.StencilBitMask.LightingMask); } public void Cleanup() { CoreUtils.Destroy(m_CombineLightingPass); CoreUtils.Destroy(m_SssVerticalFilterPass); CoreUtils.Destroy(m_SssHorizontalFilterAndCombinePass); CoreUtils.Destroy(m_CopyStencilForSplitLighting); for (int i = 0; i < k_MaxSSSBuffer; ++i) { if (!m_ExternalBuffer[i]) { RTHandle.Release(m_ColorMRTs[i]); } } RTHandle.Release(m_CameraFilteringBuffer); RTHandle.Release(m_HTile); } public void PushGlobalParams(CommandBuffer cmd, DiffusionProfileSettings sssParameters, FrameSettings frameSettings) { // Broadcast SSS parameters to all shaders. cmd.SetGlobalInt(HDShaderIDs._EnableSubsurfaceScattering, frameSettings.enableSubsurfaceScattering ? 1 : 0); unsafe { // Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system. // Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader. uint texturingModeFlags = sssParameters.texturingModeFlags; uint transmissionFlags = sssParameters.transmissionFlags; cmd.SetGlobalFloat(HDShaderIDs._TexturingModeFlags, *(float*)&texturingModeFlags); cmd.SetGlobalFloat(HDShaderIDs._TransmissionFlags, *(float*)&transmissionFlags); } cmd.SetGlobalVectorArray(HDShaderIDs._ThicknessRemaps, sssParameters.thicknessRemaps); cmd.SetGlobalVectorArray(HDShaderIDs._ShapeParams, sssParameters.shapeParams); cmd.SetGlobalVectorArray(HDShaderIDs._HalfRcpVariancesAndWeights, sssParameters.halfRcpVariancesAndWeights); // To disable transmission, we simply nullify the transmissionTint cmd.SetGlobalVectorArray(HDShaderIDs._TransmissionTintsAndFresnel0, frameSettings.enableTransmission ? sssParameters.transmissionTintsAndFresnel0 : sssParameters.disabledTransmissionTintsAndFresnel0); cmd.SetGlobalVectorArray(HDShaderIDs._WorldScales, sssParameters.worldScales); } bool NeedTemporarySubsurfaceBuffer() { // Caution: need to be in sync with SubsurfaceScattering.cs USE_INTERMEDIATE_BUFFER (Can't make a keyword as it is a compute shader) // Typed UAV loads from FORMAT_R16G16B16A16_FLOAT is an optional feature of Direct3D 11. // Most modern GPUs support it. We can avoid performing a costly copy in this case. // TODO: test/implement for other platforms. return SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12; } // Combines specular lighting and diffuse lighting with subsurface scattering. public void SubsurfaceScatteringPass(HDCamera hdCamera, CommandBuffer cmd, DiffusionProfileSettings sssParameters, FrameSettings frameSettings, RTHandle colorBufferRT, RTHandle diffuseBufferRT, RTHandle depthStencilBufferRT, RTHandle depthTextureRT) { if (sssParameters == null || !frameSettings.enableSubsurfaceScattering) return; // TODO: For MSAA, at least initially, we can only support Jimenez, because we can't // create MSAA + UAV render targets. using (new ProfilingSample(cmd, "Subsurface Scattering", CustomSamplerId.SubsurfaceScattering.GetSampler())) { // For Jimenez we always need an extra buffer, for Disney it depends on platform if (ShaderConfig.k_UseDisneySSS == 0 || NeedTemporarySubsurfaceBuffer()) { // Clear the SSS filtering target using (new ProfilingSample(cmd, "Clear SSS filtering target", CustomSamplerId.ClearSSSFilteringTarget.GetSampler())) { HDUtils.SetRenderTarget(cmd, hdCamera, m_CameraFilteringBuffer, ClearFlag.Color, CoreUtils.clearColorAllBlack); } } if (ShaderConfig.s_UseDisneySSS == 1) // use static here to quiet the compiler warning { using (new ProfilingSample(cmd, "HTile for SSS", CustomSamplerId.HTileForSSS.GetSampler())) { // Currently, Unity does not offer a way to access the GCN HTile even on PS4 and Xbox One. // Therefore, it's computed in a pixel shader, and optimized to only contain the SSS bit. // Clear the HTile texture. TODO: move this to ClearBuffers(). Clear operations must be batched! HDUtils.SetRenderTarget(cmd, hdCamera, m_HTile, ClearFlag.Color, CoreUtils.clearColorAllBlack); HDUtils.SetRenderTarget(cmd, hdCamera, depthStencilBufferRT); // No need for color buffer here cmd.SetRandomWriteTarget(1, m_HTile); // Generate HTile for the split lighting stencil usage. Don't write into stencil texture (shaderPassId = 2) // Use ShaderPassID 1 => "Pass 2 - Export HTILE for stencilRef to output" CoreUtils.DrawFullScreen(cmd, m_CopyStencilForSplitLighting, null, 2); cmd.ClearRandomWriteTargets(); } // TODO: Remove this once fix, see comment inside the function hdCamera.SetupComputeShader(m_SubsurfaceScatteringCS, cmd); unsafe { // Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system. // Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader. uint texturingModeFlags = sssParameters.texturingModeFlags; cmd.SetComputeFloatParam(m_SubsurfaceScatteringCS, HDShaderIDs._TexturingModeFlags, *(float*)&texturingModeFlags); } cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._WorldScales, sssParameters.worldScales); cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._FilterKernels, sssParameters.filterKernels); cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._ShapeParams, sssParameters.shapeParams); cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._DepthTexture, depthTextureRT); cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._SSSHTile, m_HTile); cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._IrradianceSource, diffuseBufferRT); for (int i = 0; i < sssBufferCount; ++i) { cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._SSSBufferTexture[i], GetSSSBuffer(i)); } if (NeedTemporarySubsurfaceBuffer()) { cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraFilteringBuffer, m_CameraFilteringBuffer); // Perform the SSS filtering pass which fills 'm_CameraFilteringBufferRT'. cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, ((int)hdCamera.screenSize.x + 15) / 16, ((int)hdCamera.screenSize.y + 15) / 16, 1); cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBuffer); // Cannot set a RT on a material // Additively blend diffuse and specular lighting into 'm_CameraColorBufferRT'. CoreUtils.DrawFullScreen(cmd, m_CombineLightingPass, colorBufferRT, depthStencilBufferRT); } else { cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraColorTexture, colorBufferRT); // Perform the SSS filtering pass which performs an in-place update of 'colorBuffer'. cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, ((int)hdCamera.screenSize.x + 15) / 16, ((int)hdCamera.screenSize.y + 15) / 16, 1); } } else { for (int i = 0; i < sssBufferCount; ++i) { cmd.SetGlobalTexture(HDShaderIDs._SSSBufferTexture[i], GetSSSBuffer(i)); } cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, diffuseBufferRT); // Cannot set a RT on a material m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic); m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances); // Perform the vertical SSS filtering pass which fills 'm_CameraFilteringBufferRT'. CoreUtils.DrawFullScreen(cmd, m_SssVerticalFilterPass, m_CameraFilteringBuffer, depthStencilBufferRT); cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBuffer); // Cannot set a RT on a material m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic); m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances); // Perform the horizontal SSS filtering pass, and combine diffuse and specular lighting into 'm_CameraColorBufferRT'. CoreUtils.DrawFullScreen(cmd, m_SssHorizontalFilterAndCombinePass, colorBufferRT, depthStencilBufferRT); } } } } }