您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
238 行
11 KiB
238 行
11 KiB
#include "CoreRP/ShaderLibrary/Packing.hlsl"
|
|
#include "../DiffusionProfile/DiffusionProfileSettings.cs.hlsl"
|
|
#include "../DiffusionProfile/DiffusionProfile.hlsl"
|
|
|
|
// constant buffer declaration
|
|
|
|
CBUFFER_START(UnitySSSAndTransmissionParameters)
|
|
// 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 _EnableSubsurfaceScattering; // Globally toggles subsurface and transmission scattering on/off
|
|
float _TexturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter
|
|
float _TransmissionFlags; // 1 bit/profile; 0 = regular, 1 = thin
|
|
// Old SSS Model >>>
|
|
float4 _HalfRcpVariancesAndWeights[DIFFUSION_PROFILE_COUNT][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[DIFFUSION_PROFILE_COUNT]; // R: start, G = end - start, BA unused
|
|
float4 _ShapeParams[DIFFUSION_PROFILE_COUNT]; // RGB = S = 1 / D, A = filter radius
|
|
float4 _TransmissionTintsAndFresnel0[DIFFUSION_PROFILE_COUNT]; // RGB = 1/4 * color, A = fresnel0
|
|
float4 _WorldScales[DIFFUSION_PROFILE_COUNT]; // X = meters per world unit; Y = world units per meter
|
|
CBUFFER_END
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// helper functions
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// 0: [ albedo = albedo ]
|
|
// 1: [ albedo = 1 ]
|
|
// 2: [ albedo = sqrt(albedo) ]
|
|
uint GetSubsurfaceScatteringTexturingMode(int diffusionProfile)
|
|
{
|
|
uint texturingMode = 0;
|
|
|
|
#if defined(SHADERPASS) && (SHADERPASS == SHADERPASS_SUBSURFACE_SCATTERING)
|
|
// If the SSS pass is executed, we know we have SSS enabled.
|
|
bool enableSss = true;
|
|
#else
|
|
bool enableSss = _EnableSubsurfaceScattering != 0;
|
|
#endif
|
|
|
|
if (enableSss)
|
|
{
|
|
bool performPostScatterTexturing = IsBitSet(asuint(_TexturingModeFlags), diffusionProfile);
|
|
|
|
if (performPostScatterTexturing)
|
|
{
|
|
// Post-scatter texturing mode: the albedo is only applied during the SSS pass.
|
|
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SUBSURFACE_SCATTERING)
|
|
texturingMode = 1;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// Pre- and post- scatter texturing mode.
|
|
texturingMode = 2;
|
|
}
|
|
}
|
|
|
|
return texturingMode;
|
|
}
|
|
|
|
// Returns the modified albedo (diffuse color) for materials with subsurface scattering.
|
|
// See GetSubsurfaceScatteringTexturingMode() above for more details.
|
|
// Ref: Advanced Techniques for Realistic Real-Time Skin Rendering.
|
|
float3 ApplySubsurfaceScatteringTexturingMode(uint texturingMode, float3 color)
|
|
{
|
|
switch (texturingMode)
|
|
{
|
|
case 2: color = sqrt(color); break;
|
|
case 1: color = 1; break;
|
|
default: color = color; break;
|
|
}
|
|
|
|
return color;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// Encoding/decoding SSS buffer functions
|
|
// ----------------------------------------------------------------------------
|
|
|
|
struct SSSData
|
|
{
|
|
float3 diffuseColor;
|
|
float subsurfaceMask;
|
|
uint diffusionProfile;
|
|
};
|
|
|
|
#define SSSBufferType0 float4 // Must match GBufferType0 in deferred
|
|
|
|
// 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.subsurfaceMask, sssData.diffusionProfile, 16));
|
|
}
|
|
|
|
// 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, sssData.subsurfaceMask, sssData.diffusionProfile);
|
|
}
|
|
|
|
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 SSSBufferType0 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)
|
|
|
|
// In order to support subsurface scattering, we need to know which pixels have an SSS material.
|
|
// It can be accomplished by reading the stencil buffer.
|
|
// A faster solution (which avoids an extra texture fetch) is to simply make sure that
|
|
// all pixels which belong to an SSS material are not black (those that don't always are).
|
|
// We choose the blue color channel since it's perceptually the least noticeable.
|
|
float3 TagLightingForSSS(float3 subsurfaceLighting)
|
|
{
|
|
subsurfaceLighting.b = max(subsurfaceLighting.b, HALF_MIN);
|
|
return subsurfaceLighting;
|
|
}
|
|
|
|
// See TagLightingForSSS() for details.
|
|
bool TestLightingForSSS(float3 subsurfaceLighting)
|
|
{
|
|
return subsurfaceLighting.b > 0;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// Helper functions to use SSS/Transmission with a material
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// Following function allow to easily setup SSS and transmission inside a material.
|
|
// User can request either SSS functions, or Transmission functions, or both, by defining MATERIAL_INCLUDE_SUBSURFACESCATTERING and/or MATERIAL_INCLUDE_TRANSMISSION
|
|
// before including this file.
|
|
// + It require that the material follow naming convention for properties inside BSDFData
|
|
|
|
// struct BSDFData
|
|
// {
|
|
// (...)
|
|
// // Share for SSS and Transmission
|
|
// uint materialFeatures;
|
|
// uint diffusionProfile;
|
|
// // For SSS
|
|
// float3 diffuseColor;
|
|
// float3 fresnel0;
|
|
// float subsurfaceMask;
|
|
// // For transmission
|
|
// float thickness;
|
|
// bool useThickObjectMode;
|
|
// float3 transmittance;
|
|
// perceptualRoughness; // Only if user chose to support DisneyDiffuse
|
|
// (...)
|
|
// }
|
|
|
|
// Note: Transmission functions for light evaluation are included in LightEvaluation.hlsl file also based on the MATERIAL_INCLUDE_TRANSMISSION
|
|
// For LightEvaluation.hlsl file it is required to define a BRDF for the transmission. Defining USE_DIFFUSE_LAMBERT_BRDF use Lambert, otherwise it use Disneydiffuse
|
|
|
|
#define MATERIAL_FEATURE_SSS_TRANSMISSION_START (1 << 16) // It should be safe to start these flags
|
|
|
|
#define MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING ((MATERIAL_FEATURE_SSS_TRANSMISSION_START) << 0)
|
|
#define MATERIAL_FEATURE_FLAGS_SSS_TEXTURING_MODE_OFFSET FastLog2((MATERIAL_FEATURE_SSS_TRANSMISSION_START) << 1) // Note: The texture mode is 2bit, thus go from '<< 1' to '<< 3'
|
|
#define MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_MIXED_THICKNESS ((MATERIAL_FEATURE_SSS_TRANSMISSION_START) << 3)
|
|
// Flags used as a shortcut to know if we have thin mode transmission
|
|
#define MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_THIN_THICKNESS ((MATERIAL_FEATURE_SSS_TRANSMISSION_START) << 4)
|
|
|
|
#ifdef MATERIAL_INCLUDE_SUBSURFACESCATTERING
|
|
|
|
void FillMaterialSSS(uint diffusionProfile, float subsurfaceMask, inout BSDFData bsdfData)
|
|
{
|
|
bsdfData.diffusionProfile = diffusionProfile;
|
|
bsdfData.fresnel0 = _TransmissionTintsAndFresnel0[diffusionProfile].a;
|
|
bsdfData.subsurfaceMask = subsurfaceMask;
|
|
bsdfData.materialFeatures |= MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING;
|
|
bsdfData.materialFeatures |= GetSubsurfaceScatteringTexturingMode(diffusionProfile) << MATERIAL_FEATURE_FLAGS_SSS_TEXTURING_MODE_OFFSET;
|
|
}
|
|
|
|
bool ShouldOutputSplitLighting(BSDFData bsdfData)
|
|
{
|
|
return HasFlag(bsdfData.materialFeatures, MATERIAL_FEATURE_FLAGS_SSS_OUTPUT_SPLIT_LIGHTING);
|
|
}
|
|
|
|
float3 GetModifiedDiffuseColorForSSS(BSDFData bsdfData)
|
|
{
|
|
// Subsurface scattering mode
|
|
uint texturingMode = (bsdfData.materialFeatures >> MATERIAL_FEATURE_FLAGS_SSS_TEXTURING_MODE_OFFSET) & 3;
|
|
return ApplySubsurfaceScatteringTexturingMode(texturingMode, bsdfData.diffuseColor);
|
|
}
|
|
|
|
#endif
|
|
|
|
#ifdef MATERIAL_INCLUDE_TRANSMISSION
|
|
|
|
// Assume that bsdfData.diffusionProfile is init
|
|
void FillMaterialTransmission(uint diffusionProfile, float thickness, inout BSDFData bsdfData)
|
|
{
|
|
bsdfData.diffusionProfile = diffusionProfile;
|
|
bsdfData.fresnel0 = _TransmissionTintsAndFresnel0[diffusionProfile].a;
|
|
|
|
bsdfData.thickness = _ThicknessRemaps[diffusionProfile].x + _ThicknessRemaps[diffusionProfile].y * thickness;
|
|
|
|
// The difference between the thin and the regular (a.k.a. auto-thickness) modes is the following:
|
|
// * in the thin object mode, we assume that the geometry is thin enough for us to safely share
|
|
// the shadowing information between the front and the back faces;
|
|
// * the thin mode uses baked (textured) thickness for all transmission calculations;
|
|
// * the thin mode uses wrapped diffuse lighting for the NdotL;
|
|
// * the auto-thickness mode uses the baked (textured) thickness to compute transmission from
|
|
// indirect lighting and non-shadow-casting lights; for shadowed lights, it calculates
|
|
// the thickness using the distance to the closest occluder sampled from the shadow map.
|
|
// If the distance is large, it may indicate that the closest occluder is not the back face of
|
|
// the current object. That's not a problem, since large thickness will result in low intensity.
|
|
bool useThinObjectMode = IsBitSet(asuint(_TransmissionFlags), diffusionProfile);
|
|
|
|
bsdfData.materialFeatures |= useThinObjectMode ? MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_THIN_THICKNESS : MATERIAL_FEATURE_FLAGS_TRANSMISSION_MODE_MIXED_THICKNESS;
|
|
|
|
// Compute transmittance using baked thickness here. It may be overridden for direct lighting
|
|
// in the auto-thickness mode (but is always used for indirect lighting).
|
|
#if SHADEROPTIONS_USE_DISNEY_SSS
|
|
bsdfData.transmittance = ComputeTransmittanceDisney(_ShapeParams[diffusionProfile].rgb,
|
|
_TransmissionTintsAndFresnel0[diffusionProfile].rgb,
|
|
bsdfData.thickness);
|
|
#else
|
|
bsdfData.transmittance = ComputeTransmittanceJimenez( _HalfRcpVariancesAndWeights[diffusionProfile][0].rgb,
|
|
_HalfRcpVariancesAndWeights[diffusionProfile][0].a,
|
|
_HalfRcpVariancesAndWeights[diffusionProfile][1].rgb,
|
|
_HalfRcpVariancesAndWeights[diffusionProfile][1].a,
|
|
_TransmissionTintsAndFresnel0[diffusionProfile].rgb,
|
|
bsdfData.thickness);
|
|
#endif
|
|
}
|
|
|
|
#endif
|