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270 行
16 KiB
270 行
16 KiB
using UnityEngine.Rendering;
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using System;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class SubsurfaceScatteringManager
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{
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// Currently we only support SSSBuffer with one buffer. If the shader code change, it may require to update the shader manager
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public const int k_MaxSSSBuffer = 1;
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readonly int m_SSSBuffer0;
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readonly RenderTargetIdentifier m_SSSBuffer0RT;
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public int sssBufferCount { get { return k_MaxSSSBuffer; } }
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RenderTargetIdentifier[] m_ColorMRTs;
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RenderTargetIdentifier[] m_RTIDs = new RenderTargetIdentifier[k_MaxSSSBuffer];
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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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Material m_CombineLightingPass;
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RenderTexture m_HTile;
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RenderTargetIdentifier m_HTileRT;
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// End Disney SSS Model
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// Jimenez SSS Model
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Material m_SssVerticalFilterPass;
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Material m_SssHorizontalFilterAndCombinePass;
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// End Jimenez SSS Model
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// Jimenez need an extra buffer and Disney need one for some platform
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readonly int m_CameraFilteringBuffer;
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readonly RenderTargetIdentifier m_CameraFilteringBufferRT;
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// This is use to be able to read stencil value in compute shader
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Material m_CopyStencilForSplitLighting;
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public SubsurfaceScatteringManager()
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{
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m_SSSBuffer0 = HDShaderIDs._SSSBufferTexture[0];
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m_SSSBuffer0RT = new RenderTargetIdentifier(m_SSSBuffer0);
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// Use with Jimenez
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m_CameraFilteringBuffer = HDShaderIDs._CameraFilteringBuffer;
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m_CameraFilteringBufferRT = new RenderTargetIdentifier(m_CameraFilteringBuffer);
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}
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// In case of deferred, we must be in sync with SubsurfaceScattering.hlsl and lit.hlsl files and setup the correct buffers
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// for SSS
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public void InitSSSBuffersFromGBuffer(GBufferManager gbufferManager)
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{
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m_RTIDs[0] = gbufferManager.GetGBuffers()[0]; // Note: This buffer must be sRGB (which is the case with Lit.shader)
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}
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// In case of full forward we must allocate the render target for forward SSS (or reuse one already existing)
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// TODO: Provide a way to reuse a render target
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public void InitSSSBuffers(RenderTextureDescriptor desc, CommandBuffer cmd)
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{
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m_RTIDs[0] = m_SSSBuffer0RT;
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desc.depthBufferBits = 0;
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desc.colorFormat = RenderTextureFormat.ARGB32;
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desc.sRGB = true; // Note: This buffer must be sRGB to match deferred case (which is the case with Lit.shader)
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cmd.ReleaseTemporaryRT(m_SSSBuffer0);
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cmd.GetTemporaryRT(m_SSSBuffer0, desc, FilterMode.Point);
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}
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public RenderTargetIdentifier GetSSSBuffers(int index)
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{
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Debug.Assert(index < sssBufferCount);
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return m_RTIDs[index];
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}
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public void Build(HDRenderPipelineAsset hdAsset)
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{
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// Disney SSS (compute + combine)
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m_SubsurfaceScatteringCS = hdAsset.renderPipelineResources.subsurfaceScatteringCS;
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m_SubsurfaceScatteringKernel = m_SubsurfaceScatteringCS.FindKernel("SubsurfaceScattering");
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m_CombineLightingPass = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.combineLighting);
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m_CombineLightingPass.SetInt(HDShaderIDs._StencilMask, (int)HDRenderPipeline.StencilBitMask.LightingMask);
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// Jimenez SSS Model (shader)
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m_SssVerticalFilterPass = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.subsurfaceScattering);
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m_SssVerticalFilterPass.DisableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
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m_SssVerticalFilterPass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.Zero);
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m_SssVerticalFilterPass.SetInt(HDShaderIDs._StencilMask, (int)HDRenderPipeline.StencilBitMask.LightingMask);
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m_SssHorizontalFilterAndCombinePass = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.subsurfaceScattering);
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m_SssHorizontalFilterAndCombinePass.EnableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
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m_SssHorizontalFilterAndCombinePass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.One);
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m_SssHorizontalFilterAndCombinePass.SetInt(HDShaderIDs._StencilMask, (int)HDRenderPipeline.StencilBitMask.LightingMask);
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m_CopyStencilForSplitLighting = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.copyStencilBuffer);
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m_CopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.SplitLighting);
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m_CopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilMask, (int)HDRenderPipeline.StencilBitMask.LightingMask);
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}
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public void Cleanup()
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{
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CoreUtils.Destroy(m_CombineLightingPass);
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CoreUtils.Destroy(m_SssVerticalFilterPass);
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CoreUtils.Destroy(m_SssHorizontalFilterAndCombinePass);
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CoreUtils.Destroy(m_CopyStencilForSplitLighting);
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}
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public void Resize(HDCamera hdCamera)
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{
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// We must use a RenderTexture and not GetTemporaryRT() as currently Unity only aloow to bind a RenderTexture for a UAV in a pixel shader
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// We use 8x8 tiles in order to match the native GCN HTile as closely as possible.
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var desc = hdCamera.renderTextureDesc;
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desc.width = (desc.width + 7) / 8;
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desc.height = (desc.height + 7) / 8;
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// TODO: This fails allocation with MSAA enabled?
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m_HTile = CoreUtils.CreateRenderTexture(desc, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); // DXGI_FORMAT_R8_UINT is not supported by Unity
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m_HTile.filterMode = FilterMode.Point;
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m_HTile.enableRandomWrite = true;
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m_HTile.Create();
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m_HTileRT = new RenderTargetIdentifier(m_HTile);
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}
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public void PushGlobalParams(CommandBuffer cmd, DiffusionProfileSettings sssParameters, FrameSettings frameSettings)
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{
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// Broadcast SSS parameters to all shaders.
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cmd.SetGlobalInt(HDShaderIDs._EnableSubsurfaceScattering, frameSettings.enableSubsurfaceScattering ? 1 : 0);
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unsafe
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{
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// Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system.
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// Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader.
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uint texturingModeFlags = sssParameters.texturingModeFlags;
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uint transmissionFlags = sssParameters.transmissionFlags;
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cmd.SetGlobalFloat(HDShaderIDs._TexturingModeFlags, *(float*)&texturingModeFlags);
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cmd.SetGlobalFloat(HDShaderIDs._TransmissionFlags, *(float*)&transmissionFlags);
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}
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cmd.SetGlobalVectorArray(HDShaderIDs._ThicknessRemaps, sssParameters.thicknessRemaps);
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cmd.SetGlobalVectorArray(HDShaderIDs._ShapeParams, sssParameters.shapeParams);
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cmd.SetGlobalVectorArray(HDShaderIDs._HalfRcpVariancesAndWeights, sssParameters.halfRcpVariancesAndWeights);
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// To disable transmission, we simply nullify the transmissionTint
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cmd.SetGlobalVectorArray(HDShaderIDs._TransmissionTintsAndFresnel0, frameSettings.enableTransmission ? sssParameters.transmissionTintsAndFresnel0 : sssParameters.disabledTransmissionTintsAndFresnel0);
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cmd.SetGlobalVectorArray(HDShaderIDs._WorldScales, sssParameters.worldScales);
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}
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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.XboxOne &&
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SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12;
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}
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// Combines specular lighting and diffuse lighting with subsurface scattering.
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public void SubsurfaceScatteringPass(HDCamera hdCamera, CommandBuffer cmd, DiffusionProfileSettings sssParameters, FrameSettings frameSettings,
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RenderTargetIdentifier colorBufferRT, RenderTargetIdentifier diffuseBufferRT, RenderTargetIdentifier depthStencilBufferRT, RenderTargetIdentifier depthTextureRT)
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{
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if (sssParameters == null || !frameSettings.enableSubsurfaceScattering)
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return;
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// TODO: For MSAA, at least initially, we can only support Jimenez, because we can't
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// create MSAA + UAV render targets.
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using (new ProfilingSample(cmd, "Subsurface Scattering", CustomSamplerId.SubsurfaceScattering.GetSampler()))
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{
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// For Jimenez we always need an extra buffer, for Disney it depends on platform
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if (ShaderConfig.k_UseDisneySSS == 0 || NeedTemporarySubsurfaceBuffer())
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{
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// Caution: must be same format as m_CameraSssDiffuseLightingBuffer
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cmd.ReleaseTemporaryRT(m_CameraFilteringBuffer);
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if (frameSettings.enableMSAA)
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CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraFilteringBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear); // no UAV
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else
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CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraFilteringBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
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// Clear the SSS filtering target
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using (new ProfilingSample(cmd, "Clear SSS filtering target", CustomSamplerId.ClearSSSFilteringTarget.GetSampler()))
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{
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CoreUtils.SetRenderTarget(cmd, m_CameraFilteringBufferRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
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}
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}
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if (ShaderConfig.s_UseDisneySSS == 1) // use static here to quiet the compiler warning
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{
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using (new ProfilingSample(cmd, "HTile for SSS", CustomSamplerId.HTileForSSS.GetSampler()))
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{
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// Currently, Unity does not offer a way to access the GCN HTile even on PS4 and Xbox One.
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// Therefore, it's computed in a pixel shader, and optimized to only contain the SSS bit.
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CoreUtils.SetRenderTarget(cmd, m_HTileRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
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cmd.SetRandomWriteTarget(1, m_HTile);
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// Generate HTile for the split lighting stencil usage. Don't write into stencil texture (shaderPassId = 2)
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// Use ShaderPassID 1 => "Pass 2 - Export HTILE for stencilRef to output"
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CoreUtils.SetRenderTarget(cmd, depthStencilBufferRT); // No need for color buffer here
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CoreUtils.DrawFullScreen(cmd, m_CopyStencilForSplitLighting, null, 2);
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cmd.ClearRandomWriteTargets();
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}
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// TODO: Remove this once fix, see comment inside the function
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hdCamera.SetupComputeShader(m_SubsurfaceScatteringCS, cmd);
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unsafe
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{
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// Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system.
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// Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader.
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uint texturingModeFlags = sssParameters.texturingModeFlags;
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cmd.SetComputeFloatParam(m_SubsurfaceScatteringCS, HDShaderIDs._TexturingModeFlags, *(float*)&texturingModeFlags);
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}
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cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._WorldScales, sssParameters.worldScales);
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cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._FilterKernels, sssParameters.filterKernels);
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cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._ShapeParams, sssParameters.shapeParams);
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cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._DepthTexture, depthTextureRT);
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cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._SSSHTile, m_HTileRT);
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cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._IrradianceSource, diffuseBufferRT);
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for (int i = 0; i < sssBufferCount; ++i)
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{
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cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._SSSBufferTexture[i], GetSSSBuffers(i));
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}
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if (NeedTemporarySubsurfaceBuffer())
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{
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cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraFilteringBuffer, m_CameraFilteringBufferRT);
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// Perform the SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
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// We dispatch 4x swizzled 16x16 groups per a 32x32 macro tile.
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cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, 4, ((int)hdCamera.screenSize.x + 31) / 32, ((int)hdCamera.screenSize.y + 31) / 32);
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cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT); // Cannot set a RT on a material
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// Additively blend diffuse and specular lighting into 'm_CameraColorBufferRT'.
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CoreUtils.DrawFullScreen(cmd, m_CombineLightingPass, colorBufferRT, depthStencilBufferRT);
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}
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else
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{
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cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraColorTexture, colorBufferRT);
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// Perform the SSS filtering pass which performs an in-place update of 'colorBuffer'.
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// We dispatch 4x swizzled 16x16 groups per a 32x32 macro tile.
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cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, 4, ((int)hdCamera.screenSize.x + 31) / 32, ((int)hdCamera.screenSize.y + 31) / 32);
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}
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}
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else
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{
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for (int i = 0; i < sssBufferCount; ++i)
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{
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cmd.SetGlobalTexture(HDShaderIDs._SSSBufferTexture[i], GetSSSBuffers(i));
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}
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cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, diffuseBufferRT); // Cannot set a RT on a material
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m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
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m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
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// Perform the vertical SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
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CoreUtils.DrawFullScreen(cmd, m_SssVerticalFilterPass, m_CameraFilteringBufferRT, depthStencilBufferRT);
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cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT); // Cannot set a RT on a material
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m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
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m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
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// Perform the horizontal SSS filtering pass, and combine diffuse and specular lighting into 'm_CameraColorBufferRT'.
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CoreUtils.DrawFullScreen(cmd, m_SssHorizontalFilterAndCombinePass, colorBufferRT, depthStencilBufferRT);
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}
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}
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}
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}
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}
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