#include "SubsurfaceScatteringSettings.cs.hlsl" #include "CoreRP/ShaderLibrary/Packing.hlsl" #include "CommonSubsurfaceScattering.hlsl" // Subsurface scattering constant #define SSS_WRAP_ANGLE (PI/12) // 15 degrees #define SSS_WRAP_LIGHT cos(PI/2 - SSS_WRAP_ANGLE) CBUFFER_START(UnitySSSParameters) // 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 _EnableSSSAndTransmission; // Globally toggles subsurface and transmission scattering on/off float _TexturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter float _TransmissionFlags; // 2 bit/profile; 0 = inf. thick, 1 = thin, 2 = regular // Old SSS Model >>> uint _UseDisneySSS; float4 _HalfRcpVariancesAndWeights[SSS_N_PROFILES][2]; // 2x Gaussians in RGB, A is interpolation weights // <<< Old SSS Model // Use float4 to avoid any packing issue between compute and pixel shaders float4 _ThicknessRemaps[SSS_N_PROFILES]; // R: start, G = end - start, BA unused float4 _ShapeParams[SSS_N_PROFILES]; // RGB = S = 1 / D, A = filter radius float4 _TransmissionTintsAndFresnel0[SSS_N_PROFILES]; // RGB = 1/4 * color, A = fresnel0 float4 _WorldScales[SSS_N_PROFILES]; // X = meters per world unit; Y = world units per meter CBUFFER_END // ---------------------------------------------------------------------------- // helper functions // ---------------------------------------------------------------------------- // Returns the modified albedo (diffuse color) for materials with subsurface scattering. // Ref: Advanced Techniques for Realistic Real-Time Skin Rendering. float3 ApplyDiffuseTexturingMode(float3 color, int subsurfaceProfile) { #if defined(SHADERPASS) && (SHADERPASS == SHADERPASS_SUBSURFACE_SCATTERING) // If the SSS pass is executed, we know we have SSS enabled. bool enableSssAndTransmission = true; #else bool enableSssAndTransmission = _EnableSSSAndTransmission != 0; #endif if (enableSssAndTransmission) { bool performPostScatterTexturing = IsBitSet(asuint(_TexturingModeFlags), subsurfaceProfile); if (performPostScatterTexturing) { // Post-scatter texturing mode: the albedo is only applied during the SSS pass. #if !defined(SHADERPASS) || (SHADERPASS != SHADERPASS_SUBSURFACE_SCATTERING) color = float3(1, 1, 1); #endif } else { // Pre- and post- scatter texturing mode. color = sqrt(color); } } return color; } // ---------------------------------------------------------------------------- // Encoding/decoding SSS buffer functions // ---------------------------------------------------------------------------- struct SSSData { float3 diffuseColor; float subsurfaceRadius; int subsurfaceProfile; }; #define SSSBufferType0 float4 // SSSBuffer texture declaration TEXTURE2D(_SSSBufferTexture0); // Note: The SSS buffer used here is sRGB void EncodeIntoSSSBuffer(SSSData sssData, uint2 positionSS, out SSSBufferType0 outSSSBuffer0) { outSSSBuffer0 = float4(sssData.diffuseColor, PackFloatInt8bit(sssData.subsurfaceRadius, sssData.subsurfaceProfile, 16.0)); } // Note: The SSS buffer used here is sRGB void DecodeFromSSSBuffer(float4 sssBuffer, uint2 positionSS, out SSSData sssData) { sssData.diffuseColor = sssBuffer.rgb; UnpackFloatInt8bit(sssBuffer.a, 16.0, sssData.subsurfaceRadius, sssData.subsurfaceProfile); } void DecodeFromSSSBuffer(uint2 positionSS, out SSSData sssData) { float4 sssBuffer = LOAD_TEXTURE2D(_SSSBufferTexture0, positionSS); DecodeFromSSSBuffer(sssBuffer, positionSS, sssData); } // OUTPUT_SSSBUFFER start from SV_Target2 as SV_Target0 and SV_Target1 are used for lighting buffer #define OUTPUT_SSSBUFFER(NAME) out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target2 #define ENCODE_INTO_SSSBUFFER(SURFACE_DATA, UNPOSITIONSS, NAME) EncodeIntoSSSBuffer(ConvertSurfaceDataToSSSData(SURFACE_DATA), UNPOSITIONSS, MERGE_NAME(NAME, 0)) #define DECODE_FROM_SSSBUFFER(UNPOSITIONSS, SSS_DATA) DecodeFromSSSBuffer(UNPOSITIONSS, SSS_DATA)