Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/TranslucentRendering.cpp
2025-05-18 13:04:45 +08:00

2010 lines
90 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "TranslucentRendering.h"
#include "DeferredShadingRenderer.h"
#include "BasePassRendering.h"
#include "DynamicPrimitiveDrawing.h"
#include "RendererModule.h"
#include "ScenePrivate.h"
#include "SceneTextureParameters.h"
#include "ScreenRendering.h"
#include "ScreenPass.h"
#include "MeshPassProcessor.inl"
#include "VolumetricRenderTarget.h"
#include "VariableRateShadingImageManager.h"
#include "Lumen/LumenTranslucencyVolumeLighting.h"
#include "Lumen/RayTracedTranslucency.h"
#include "VirtualShadowMaps/VirtualShadowMapArray.h"
#include "Substrate/Substrate.h"
#include "HairStrands/HairStrandsUtils.h"
#include "PixelShaderUtils.h"
#include "OIT/OIT.h"
#include "OIT/OITParameters.h"
#include "DynamicResolutionState.h"
#include "PostProcess/SceneRenderTargets.h"
#include "PostProcess/TemporalAA.h"
#include "BlueNoise.h"
DECLARE_CYCLE_STAT(TEXT("TranslucencyTimestampQueryFence Wait"), STAT_TranslucencyTimestampQueryFence_Wait, STATGROUP_SceneRendering);
DECLARE_CYCLE_STAT(TEXT("TranslucencyTimestampQuery Wait"), STAT_TranslucencyTimestampQuery_Wait, STATGROUP_SceneRendering);
DECLARE_FLOAT_COUNTER_STAT(TEXT("Translucency GPU Time (MS)"), STAT_TranslucencyGPU, STATGROUP_SceneRendering);
DEFINE_GPU_DRAWCALL_STAT(Translucency);
// Forward declarations
bool ShouldRenderVolumetricCloud(const FScene* Scene, const FEngineShowFlags& EngineShowFlags);
bool IsVSMTranslucentHighQualityEnabled();
static TAutoConsoleVariable<float> CVarSeparateTranslucencyScreenPercentage(
TEXT("r.SeparateTranslucencyScreenPercentage"),
100.0f,
TEXT("Render separate translucency at this percentage of the full resolution.\n")
TEXT("in percent, >0 and <=100, larger numbers are possible (supersampling).")
TEXT("<0 is treated like 100."),
ECVF_Scalability | ECVF_Default);
static TAutoConsoleVariable<int32> CVarTranslucencyScreenPercentageBasis(
TEXT("r.Translucency.ScreenPercentage.Basis"), 0,
TEXT("Basis of the translucency's screen percentage (Experimental).\n")
TEXT(" 0: Uses the primary view's resolution (notably scaling with r.ScreenPercentage and r.DynamicRes.*)\n")
TEXT(" 1: Uses the secondary view's resolution (temporal upscale's output resolution)"),
ECVF_Scalability | ECVF_Default);
static TAutoConsoleVariable<float> CVarTranslucencyMinScreenPercentage(
TEXT("r.Translucency.DynamicRes.MinScreenPercentage"),
DynamicRenderScaling::FractionToPercentage(DynamicRenderScaling::FHeuristicSettings::kDefaultMinResolutionFraction),
TEXT("Minimal screen percentage for translucency."),
ECVF_RenderThreadSafe | ECVF_Default);
static TAutoConsoleVariable<float> CVarTranslucencyMaxScreenPercentage(
TEXT("r.Translucency.DynamicRes.MaxScreenPercentage"),
DynamicRenderScaling::FractionToPercentage(DynamicRenderScaling::FHeuristicSettings::kDefaultMaxResolutionFraction),
TEXT("Maximal screen percentage for translucency."),
ECVF_RenderThreadSafe | ECVF_Default);
static TAutoConsoleVariable<float> CVarTranslucencyTimeBudget(
TEXT("r.Translucency.DynamicRes.TimeBudget"),
DynamicRenderScaling::FHeuristicSettings::kBudgetMsDisabled,
TEXT("Frame's time budget for translucency rendering in milliseconds."),
ECVF_RenderThreadSafe | ECVF_Default);
static TAutoConsoleVariable<float> CVarTranslucencyTargetedHeadRoomPercentage(
TEXT("r.Translucency.DynamicRes.TargetedHeadRoomPercentage"),
DynamicRenderScaling::FractionToPercentage(DynamicRenderScaling::FHeuristicSettings::kDefaultTargetedHeadRoom),
TEXT("Targeted GPU headroom for translucency (in percent from r.DynamicRes.DynamicRes.TimeBudget)."),
ECVF_RenderThreadSafe | ECVF_Default);
static TAutoConsoleVariable<float> CVarTranslucencyChangeThreshold(
TEXT("r.Translucency.DynamicRes.ChangePercentageThreshold"),
DynamicRenderScaling::FractionToPercentage(DynamicRenderScaling::FHeuristicSettings::kDefaultChangeThreshold),
TEXT("Minimal increase percentage threshold to alow when changing resolution of translucency."),
ECVF_RenderThreadSafe | ECVF_Default);
static TAutoConsoleVariable<int32> CVarTranslucencyUpperBoundQuantization(
TEXT("r.Translucency.DynamicRes.UpperBoundQuantization"),
DynamicRenderScaling::FHeuristicSettings::kDefaultUpperBoundQuantization,
TEXT("Quantization step count to use for upper bound screen percentage.\n")
TEXT("If non-zero, rendertargets will be resized based on the dynamic resolution fraction, saving GPU time during clears and resolves.\n")
TEXT("Only recommended for use with the transient allocator (on supported platforms) with a large transient texture cache (e.g RHI.TransientAllocator.TextureCacheSize=512)"),
ECVF_RenderThreadSafe | ECVF_Default);
static TAutoConsoleVariable<float> CVarVolumetricCloudSoftBlendingDistanceOnTranslucent(
TEXT("r.VolumetricCloud.SoftBlendingDistanceOnTranslucent"), 0.5,
TEXT("The soft blending in distance in kilometer used to soft blend in cloud over translucent from the evaluated start depth."),
ECVF_RenderThreadSafe | ECVF_Scalability);
int32 GSeparateTranslucencyUpsampleMode = 1;
static FAutoConsoleVariableRef CVarSeparateTranslucencyUpsampleMode(
TEXT("r.SeparateTranslucencyUpsampleMode"),
GSeparateTranslucencyUpsampleMode,
TEXT("Upsample method to use on separate translucency. These are only used when r.SeparateTranslucencyScreenPercentage is less than 100.\n")
TEXT("0: bilinear 1: Nearest-Depth Neighbor (only when r.SeparateTranslucencyScreenPercentage is 50)"),
ECVF_Scalability | ECVF_Default);
static TAutoConsoleVariable<int32> CVarParallelTranslucency(
TEXT("r.ParallelTranslucency"),
1,
TEXT("Toggles parallel translucency rendering. Parallel rendering must be enabled for this to have an effect."),
ECVF_RenderThreadSafe);
DynamicRenderScaling::FHeuristicSettings GetDynamicTranslucencyResolutionSettings()
{
DynamicRenderScaling::FHeuristicSettings BucketSetting;
BucketSetting.Model = DynamicRenderScaling::EHeuristicModel::Quadratic;
BucketSetting.bModelScalesWithPrimaryScreenPercentage = CVarTranslucencyScreenPercentageBasis.GetValueOnAnyThread() != 1;
BucketSetting.MinResolutionFraction = DynamicRenderScaling::GetPercentageCVarToFraction(CVarTranslucencyMinScreenPercentage);
BucketSetting.MaxResolutionFraction = DynamicRenderScaling::GetPercentageCVarToFraction(CVarTranslucencyMaxScreenPercentage);
BucketSetting.BudgetMs = CVarTranslucencyTimeBudget.GetValueOnAnyThread();
BucketSetting.ChangeThreshold = DynamicRenderScaling::GetPercentageCVarToFraction(CVarTranslucencyChangeThreshold);
BucketSetting.TargetedHeadRoom = DynamicRenderScaling::GetPercentageCVarToFraction(CVarTranslucencyTargetedHeadRoomPercentage);
BucketSetting.UpperBoundQuantization = CVarTranslucencyUpperBoundQuantization.GetValueOnAnyThread();
return BucketSetting;
}
DynamicRenderScaling::FBudget GDynamicTranslucencyResolution(TEXT("DynamicTranslucencyResolution"), &GetDynamicTranslucencyResolutionSettings);
static const TCHAR* kTranslucencyPassName[] = {
TEXT("BeforeDistortion"),
TEXT("BeforeDistortionModulate"),
TEXT("AfterDOF"),
TEXT("AfterDOFModulate"),
TEXT("AfterMotionBlur"),
TEXT("Holdout"),
TEXT("All"),
};
static_assert(UE_ARRAY_COUNT(kTranslucencyPassName) == int32(ETranslucencyPass::TPT_MAX), "Fix me");
static const TCHAR* kTranslucencyColorTextureName[] = {
TEXT("Translucency.BeforeDistortion.Color"),
TEXT("Translucency.BeforeDistortion.Modulate"),
TEXT("Translucency.AfterDOF.Color"),
TEXT("Translucency.AfterDOF.Modulate"),
TEXT("Translucency.AfterMotionBlur.Color"),
TEXT("Translucency.Holdout.Visibility"),
TEXT("Translucency.All.Color"),
};
static_assert(UE_ARRAY_COUNT(kTranslucencyColorTextureName) == int32(ETranslucencyPass::TPT_MAX), "Fix me");
static const TCHAR* kTranslucencyColorTextureMultisampledName[] = {
TEXT("Translucency.BeforeDistortion.ColorMS"),
TEXT("Translucency.BeforeDistortion.ModulateMS"),
TEXT("Translucency.AfterDOF.ColorMS"),
TEXT("Translucency.AfterDOF.ModulateMS"),
TEXT("Translucency.AfterMotionBlur.ColorMS"),
TEXT("Translucency.Holdout.VisibilityMS"),
TEXT("Translucency.All.ColorMS"),
};
static_assert(UE_ARRAY_COUNT(kTranslucencyColorTextureMultisampledName) == UE_ARRAY_COUNT(kTranslucencyColorTextureName), "Fix me");
static const TCHAR* TranslucencyPassToString(ETranslucencyPass::Type TranslucencyPass)
{
return kTranslucencyPassName[TranslucencyPass];
}
EMeshPass::Type TranslucencyPassToMeshPass(ETranslucencyPass::Type TranslucencyPass)
{
EMeshPass::Type TranslucencyMeshPass = EMeshPass::Num;
switch (TranslucencyPass)
{
case ETranslucencyPass::TPT_TranslucencyStandard: TranslucencyMeshPass = EMeshPass::TranslucencyStandard; break;
case ETranslucencyPass::TPT_TranslucencyStandardModulate: TranslucencyMeshPass = EMeshPass::TranslucencyStandardModulate; break;
case ETranslucencyPass::TPT_TranslucencyAfterDOF: TranslucencyMeshPass = EMeshPass::TranslucencyAfterDOF; break;
case ETranslucencyPass::TPT_TranslucencyAfterDOFModulate: TranslucencyMeshPass = EMeshPass::TranslucencyAfterDOFModulate; break;
case ETranslucencyPass::TPT_TranslucencyAfterMotionBlur: TranslucencyMeshPass = EMeshPass::TranslucencyAfterMotionBlur; break;
case ETranslucencyPass::TPT_TranslucencyHoldout: TranslucencyMeshPass = EMeshPass::TranslucencyHoldout; break;
case ETranslucencyPass::TPT_AllTranslucency: TranslucencyMeshPass = EMeshPass::TranslucencyAll; break;
}
check(TranslucencyMeshPass != EMeshPass::Num);
return TranslucencyMeshPass;
}
ETranslucencyView GetTranslucencyView(const FViewInfo& View)
{
if (ShouldRenderRayTracingTranslucency(View) || RayTracedTranslucency::IsEnabled(View))
{
return ETranslucencyView::RayTracing;
}
return View.IsUnderwater() ? ETranslucencyView::UnderWater : ETranslucencyView::AboveWater;
}
ETranslucencyView GetTranslucencyViews(TArrayView<const FViewInfo> Views)
{
ETranslucencyView TranslucencyViews = ETranslucencyView::None;
for (const FViewInfo& View : Views)
{
TranslucencyViews |= GetTranslucencyView(View);
}
return TranslucencyViews;
}
/** Mostly used to know if debug rendering should be drawn in this pass */
static bool IsMainTranslucencyPass(ETranslucencyPass::Type TranslucencyPass)
{
return TranslucencyPass == ETranslucencyPass::TPT_AllTranslucency || TranslucencyPass == ETranslucencyPass::TPT_TranslucencyStandard;
}
static bool IsParallelTranslucencyEnabled()
{
return GRHICommandList.UseParallelAlgorithms() && CVarParallelTranslucency.GetValueOnRenderThread();
}
bool IsSeparateTranslucencyEnabled(ETranslucencyPass::Type TranslucencyPass, float DownsampleScale)
{
// Currently AfterDOF is rendered earlier in the frame and must be rendered in a separate texture.
if ( TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOF
|| TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOFModulate
|| TranslucencyPass == ETranslucencyPass::TPT_TranslucencyStandardModulate
|| TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterMotionBlur
)
{
return true;
}
// Otherwise it only gets rendered in the separate buffer if it is downsampled.
if (DownsampleScale < 1.0f)
{
return true;
}
return false;
}
static int GetSSRQuality()
{
static IConsoleVariable* CVar = IConsoleManager::Get().FindConsoleVariable(TEXT("r.SSR.Quality"));
int SSRQuality = CVar ? (CVar->GetInt()) : 0;
return SSRQuality;
}
static bool ShouldRenderTranslucencyScreenSpaceReflections(const FViewInfo& View)
{
// The screenspace reflection of translucency is not controlled by the postprocessing setting
// or the raytracing overlay setting. It needs to be turned on/off dynamically to support
// diffuse only
if (!View.Family->EngineShowFlags.ScreenSpaceReflections)
{
return false;
}
int SSRQuality = GetSSRQuality();
if (SSRQuality <= 0)
{
return false;
}
return true;
}
FSeparateTranslucencyDimensions UpdateSeparateTranslucencyDimensions(const FSceneRenderer& SceneRenderer)
{
float TranslucencyResolutionFraction = FMath::Clamp(CVarSeparateTranslucencyScreenPercentage.GetValueOnRenderThread() / 100.0f, 0.0f, 1.0f);
float MaxTranslucencyResolutionFraction = TranslucencyResolutionFraction;
if (GDynamicTranslucencyResolution.GetSettings().IsEnabled())
{
TranslucencyResolutionFraction = SceneRenderer.DynamicResolutionFractions[GDynamicTranslucencyResolution];
MaxTranslucencyResolutionFraction = SceneRenderer.DynamicResolutionUpperBounds[GDynamicTranslucencyResolution];
}
if (CVarTranslucencyScreenPercentageBasis.GetValueOnRenderThread() == 1)
{
TranslucencyResolutionFraction /= SceneRenderer.DynamicResolutionFractions[GDynamicPrimaryResolutionFraction];
MaxTranslucencyResolutionFraction /= SceneRenderer.DynamicResolutionUpperBounds[GDynamicPrimaryResolutionFraction];
}
FSeparateTranslucencyDimensions Dimensions;
// TODO: this should be MaxTranslucencyResolutionFraction instead of TranslucencyResolutionFraction to keep the size of render target stable, but the SvPositionToBuffer() is broken in material.
Dimensions.Extent = GetScaledExtent(SceneRenderer.ViewFamily.SceneTexturesConfig.Extent, TranslucencyResolutionFraction);
Dimensions.NumSamples = SceneRenderer.ViewFamily.SceneTexturesConfig.NumSamples;
Dimensions.Scale = TranslucencyResolutionFraction;
return Dimensions;
}
FTranslucencyPassResourcesMap::FTranslucencyPassResourcesMap(int32 NumViews)
{
Array.SetNum(NumViews);
for (int32 ViewIndex = 0; ViewIndex < NumViews; ViewIndex++)
{
for (int32 i = 0; i < int32(ETranslucencyPass::TPT_MAX); i++)
{
Array[ViewIndex][i].Pass = ETranslucencyPass::Type(i);
}
}
}
/** Pixel shader used to copy scene color into another texture so that materials can read from scene color with a node. */
class FCopySceneColorPS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FCopySceneColorPS);
SHADER_USE_PARAMETER_STRUCT(FCopySceneColorPS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FCopySceneColorPS, "/Engine/Private/TranslucentLightingShaders.usf", "CopySceneColorMain", SF_Pixel);
static FRDGTextureRef AddCopySceneColorPass(FRDGBuilder& GraphBuilder, TArrayView<const FViewInfo> Views, FRDGTextureMSAA SceneColor,bool WithAlpha = false)
{
FRDGTextureRef SceneColorCopyTexture = nullptr;
ERenderTargetLoadAction LoadAction = ERenderTargetLoadAction::ENoAction;
RDG_EVENT_SCOPE(GraphBuilder, "CopySceneColor");
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
{
const FViewInfo& View = Views[ViewIndex];
if (View.IsUnderwater())
{
continue;
}
bool bNeedsResolve = false;
for (int32 TranslucencyPass = 0; TranslucencyPass < ETranslucencyPass::TPT_MAX; ++TranslucencyPass)
{
if (View.TranslucentPrimCount.UseSceneColorCopy((ETranslucencyPass::Type)TranslucencyPass))
{
bNeedsResolve = true;
break;
}
}
if (bNeedsResolve)
{
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
AddResolveSceneColorPass(GraphBuilder, View, SceneColor);
const FIntPoint SceneColorExtent = SceneColor.Target->Desc.Extent;
if (!SceneColorCopyTexture)
{
SceneColorCopyTexture = GraphBuilder.CreateTexture(FRDGTextureDesc::Create2D(SceneColorExtent, PF_B8G8R8A8, FClearValueBinding::White, TexCreate_ShaderResource | TexCreate_RenderTargetable), TEXT("SceneColorCopy"));
}
const FScreenPassTextureViewport Viewport(SceneColorCopyTexture, View.ViewRect);
TShaderMapRef<FScreenVS> VertexShader(View.ShaderMap);
TShaderMapRef<FCopySceneColorPS> PixelShader(View.ShaderMap);
auto* PassParameters = GraphBuilder.AllocParameters<FCopySceneColorPS::FParameters>();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->SceneColorTexture = SceneColor.Resolve;
PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneColorCopyTexture, LoadAction);
if (!View.Family->bMultiGPUForkAndJoin)
{
LoadAction = ERenderTargetLoadAction::ELoad;
}
FRHIBlendState* BlendState = nullptr;
if (WithAlpha)
{
BlendState = FScreenPassPipelineState::FDefaultBlendState::GetRHI();
}
else
{
// The original behavior sets alpha to zero.
BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_Zero, BF_One, BO_Add, BF_Zero, BF_Zero>::GetRHI();
}
AddDrawScreenPass(GraphBuilder, {}, View, Viewport, Viewport, VertexShader, PixelShader, PassParameters);
}
}
return SceneColorCopyTexture;
}
static void AddCopySceneColorAlphaPass(FRDGBuilder& GraphBuilder, TArrayView<const FViewInfo> Views, FRDGTextureRef SourceTexture, FRDGTextureRef TargetTexture)
{
ERenderTargetLoadAction LoadAction = ERenderTargetLoadAction::ENoAction;
RDG_EVENT_SCOPE(GraphBuilder, "CopySceneColorAlpha");
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
{
const FViewInfo& View = Views[ViewIndex];
if (View.IsUnderwater())
{
continue;
}
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, Views.Num() > 1, "View%d", ViewIndex);
const FIntPoint SceneColorExtent = SourceTexture->Desc.Extent;
const FScreenPassTextureViewport Viewport(TargetTexture, View.ViewRect);
TShaderMapRef<FScreenVS> VertexShader(View.ShaderMap);
TShaderMapRef<FCopySceneColorPS> PixelShader(View.ShaderMap);
auto* PassParameters = GraphBuilder.AllocParameters<FCopySceneColorPS::FParameters>();
PassParameters->View = View.ViewUniformBuffer;
PassParameters->SceneColorTexture = SourceTexture;
PassParameters->RenderTargets[0] = FRenderTargetBinding(TargetTexture, LoadAction);
if (!View.Family->bMultiGPUForkAndJoin)
{
LoadAction = ERenderTargetLoadAction::ELoad;
}
FRHIBlendState* BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_Zero, BF_One, BO_Add, BF_One, BF_Zero>::GetRHI();
AddDrawScreenPass(GraphBuilder, {}, View, Viewport, Viewport, VertexShader, PixelShader, BlendState, PassParameters);
}
}
class FCopyBackgroundVisibilityPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FCopyBackgroundVisibilityPS);
SHADER_USE_PARAMETER_STRUCT(FCopyBackgroundVisibilityPS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, TranslucentHoldoutPointTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, TranslucentHoldoutPointSampler)
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
enum class EVisibilityCopyType :int32
{
FromSceneColor, // Copy alpha (background visibility) of scene color to any of the rgb
ToSceneColor, // Copy background visibility from any of the rgb to the alpha of an image for scene color composition.
MAX
};
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
class FDimVisibilityCopyType :SHADER_PERMUTATION_ENUM_CLASS("VISIBILITY_COPY_TYPE", EVisibilityCopyType);
using FPermutationDomain = TShaderPermutationDomain<FDimVisibilityCopyType>;
};
class FComposeSeparateTranslucencyPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FComposeSeparateTranslucencyPS);
SHADER_USE_PARAMETER_STRUCT(FComposeSeparateTranslucencyPS, FGlobalShader);
class FNearestDepthNeighborUpsampling : SHADER_PERMUTATION_BOOL("PERMUTATION_NEARESTDEPTHNEIGHBOR");
using FPermutationDomain = TShaderPermutationDomain<FNearestDepthNeighborUpsampling>;
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FScreenTransform, ScreenPosToSceneColorUV)
SHADER_PARAMETER(FScreenTransform, ScreenPosToSeparateTranslucencyUV)
SHADER_PARAMETER(FScreenTransform, SeparateTranslucencyUVToViewportUV)
SHADER_PARAMETER(FScreenTransform, ViewportUVToSeparateTranslucencyUV)
SHADER_PARAMETER(FVector2f, SeparateTranslucencyUVMin)
SHADER_PARAMETER(FVector2f, SeparateTranslucencyUVMax)
SHADER_PARAMETER(FVector2f, SeparateTranslucencyExtentInverse)
SHADER_PARAMETER(int32, bLensDistortion)
SHADER_PARAMETER(int32, bPassthroughAlpha)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, SceneColorTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SeparateTranslucencyPointTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SeparateTranslucencyPointSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SeparateModulationPointTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SeparateModulationPointSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SeparateTranslucencyBilinearTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SeparateTranslucencyBilinearSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SeparateModulationBilinearTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SeparateModulationBilinearSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, LowResDepthTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, LowResDepthSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, FullResDepthTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, FullResDepthSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, UndistortingDisplacementTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, UndistortingDisplacementSampler)
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
class FTranslucencyUpsampleResponsiveAAPS : public FGlobalShader
{
DECLARE_GLOBAL_SHADER(FTranslucencyUpsampleResponsiveAAPS);
SHADER_USE_PARAMETER_STRUCT(FTranslucencyUpsampleResponsiveAAPS, FGlobalShader);
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
SHADER_PARAMETER(FIntPoint, StencilPixelPosMin)
SHADER_PARAMETER(FIntPoint, StencilPixelPosMax)
SHADER_PARAMETER(FScreenTransform, SvPositionToStencilPixelCoord)
SHADER_PARAMETER(int32, StencilMask)
SHADER_PARAMETER_RDG_TEXTURE_SRV(Texture2D, StencilTexture)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FCopyBackgroundVisibilityPS, "/Engine/Private/ComposeSeparateTranslucency.usf", "CopyBackgroundVisibilityPS", SF_Pixel);
IMPLEMENT_GLOBAL_SHADER(FComposeSeparateTranslucencyPS, "/Engine/Private/ComposeSeparateTranslucency.usf", "MainPS", SF_Pixel);
IMPLEMENT_GLOBAL_SHADER(FTranslucencyUpsampleResponsiveAAPS, "/Engine/Private/TranslucencyUpsampling.usf", "UpsampleResponsiveAAPS", SF_Pixel);
static void AddCopyBackgroundVisibilityPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
FRDGTextureRef CopySource,
FRDGTextureRef CopyDestination,
FIntRect CopyRect,
FCopyBackgroundVisibilityPS::EVisibilityCopyType VisibilityCopyType)
{
typedef FCopyBackgroundVisibilityPS SHADER;
SHADER::FParameters* PassParameters = GraphBuilder.AllocParameters<SHADER::FParameters>();
{
PassParameters->ViewUniformBuffer = View.ViewUniformBuffer;
PassParameters->TranslucentHoldoutPointTexture = CopySource;
PassParameters->TranslucentHoldoutPointSampler = TStaticSamplerState<SF_Point>::GetRHI();
PassParameters->RenderTargets[0] = FRenderTargetBinding(CopyDestination, ERenderTargetLoadAction::ENoAction);
}
SHADER::FPermutationDomain PixelShaderPermutationVector;
PixelShaderPermutationVector.Set<SHADER::FDimVisibilityCopyType>(VisibilityCopyType);
TShaderMapRef<SHADER> PixelShader(View.ShaderMap, PixelShaderPermutationVector);
FRHIBlendState* BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_One, BF_Zero, BO_Add, BF_One, BF_Zero>::GetRHI();
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
View.ShaderMap,
RDG_EVENT_NAME(
"%s(%s) %dx%d",
TEXT("CopyBackgroundVisibility"),
TEXT("Holdout"),
CopyRect.Width(), CopyRect.Height()),
PixelShader,
PassParameters,
CopyRect,
BlendState);
}
FScreenPassTexture FTranslucencyComposition::AddPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FTranslucencyPassResources& TranslucencyTextures) const
{
// if nothing is rendered into the separate translucency, then just return the existing Scenecolor
ensure(TranslucencyTextures.IsValid());
if (!TranslucencyTextures.IsValid())
{
return FScreenPassTexture(SceneColor);
}
ensure(TranslucencyTextures.Pass != ETranslucencyPass::TPT_MAX);
FRDGTextureRef SeparateModulationTexture = TranslucencyTextures.GetColorModulateForRead(GraphBuilder);
FRDGTextureRef SeparateTranslucencyTexture = TranslucencyTextures.GetColorForRead(GraphBuilder);
FScreenPassTextureViewport SceneColorViewport(FIntPoint(1, 1), FIntRect(0, 0, 1, 1));
if (SceneColor.IsValid())
{
SceneColorViewport = FScreenPassTextureViewport(SceneColor);
}
FScreenPassTextureViewport TranslucencyViewport(FIntPoint(1, 1), FIntRect(0, 0, 1, 1));
if (TranslucencyTextures.ColorTexture.IsValid())
{
TranslucencyViewport = FScreenPassTextureViewport(TranslucencyTextures.ColorTexture.Resolve, TranslucencyTextures.ViewRect);
}
else if (TranslucencyTextures.ColorModulateTexture.IsValid())
{
TranslucencyViewport = FScreenPassTextureViewport(TranslucencyTextures.ColorModulateTexture.Resolve, TranslucencyTextures.ViewRect);
}
bool bPostMotionBlur = TranslucencyTextures.Pass == ETranslucencyPass::TPT_TranslucencyAfterMotionBlur;
if (bPostMotionBlur)
{
check(!bApplyModulateOnly);
}
else if (bApplyModulateOnly)
{
if (!TranslucencyTextures.ColorModulateTexture.IsValid())
{
return FScreenPassTexture(SceneColor);
}
SeparateTranslucencyTexture = GraphBuilder.RegisterExternalTexture(GSystemTextures.BlackAlphaOneDummy);
}
bool bPassthroughAlpha = IsPrimitiveAlphaHoldoutEnabled(View);
const TCHAR* OpName = nullptr;
FRHIBlendState* BlendState = nullptr;
FRDGTextureRef NewSceneColor = nullptr;
if (Operation == EOperation::UpscaleOnly)
{
check(!SceneColor.IsValid());
//ensure(!TranslucencyTextures.ColorModulateTexture.IsValid());
// It is valid to have a valid TranslucencyTextures.ColorModulateTexture in "UpscaleTranslucency". Since it can will be upscaled later in the ComposeTranslucencyToNewSceneColor pass (apply onto scene color with added translucency color on top).
OpName = TEXT("UpscaleTranslucency");
FRDGTextureDesc OutputDesc = FRDGTextureDesc::Create2D(
OutputViewport.Extent,
PF_FloatRGBA,
FClearValueBinding::Black,
TexCreate_RenderTargetable | TexCreate_ShaderResource);
NewSceneColor = GraphBuilder.CreateTexture(
OutputDesc,
bPostMotionBlur ? TEXT("PostMotionBlurTranslucency.SceneColor") : TEXT("PostDOFTranslucency.SceneColor"));
}
else if (Operation == EOperation::ComposeToExistingSceneColor)
{
check(SceneColor.IsValid());
ensure(!TranslucencyTextures.ColorModulateTexture.IsValid());
OpName = TEXT("ComposeTranslucencyToExistingColor");
BlendState = TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_SourceAlpha>::GetRHI();
ensure(SceneColor.TextureSRV->Desc.Texture->Desc.Flags & TexCreate_RenderTargetable);
NewSceneColor = SceneColor.TextureSRV->Desc.Texture;
}
else if (Operation == EOperation::ComposeToNewSceneColor)
{
check(SceneColor.IsValid());
OpName = TEXT("ComposeTranslucencyToNewSceneColor");
FRDGTextureDesc OutputDesc = FRDGTextureDesc::Create2D(
OutputViewport.Extent,
OutputPixelFormat != PF_Unknown ? OutputPixelFormat : SceneColor.TextureSRV->Desc.Texture->Desc.Format,
FClearValueBinding::Black,
TexCreate_RenderTargetable | TexCreate_ShaderResource);
NewSceneColor = GraphBuilder.CreateTexture(
OutputDesc,
bPostMotionBlur ? TEXT("PostMotionBlurTranslucency.SceneColor") : TEXT("PostDOFTranslucency.SceneColor"));
}
else if (Operation == EOperation::ComposeToSceneColorAlpha)
{
check(SceneColor.IsValid());
// Now we copy any of RGB channel(background visibility) to alpha channel so we can compose against the holdout value of the background.
FRDGTextureRef ResolvedTranslucentHoldout = GraphBuilder.CreateTexture(SeparateTranslucencyTexture->Desc,TEXT("Translucency.Holdout.Resolved"));
AddCopyBackgroundVisibilityPass(GraphBuilder, View, SeparateTranslucencyTexture, ResolvedTranslucentHoldout,
TranslucencyTextures.ViewRect, FCopyBackgroundVisibilityPS::EVisibilityCopyType::ToSceneColor);
SeparateTranslucencyTexture = ResolvedTranslucentHoldout;
OpName = TEXT("ComposeToSceneColorAlpha");
// Keep the color of the target, but override the alpha channel
// Req: Alpha stores the background visibility of the holdout.
// If the background is opaque, it is 1, otherwise 0, use Max operator to clamp.
BlendState = TStaticBlendState<CW_RGBA, BO_Add, BF_Zero, BF_One, BO_Add, BF_One, BF_Zero>::GetRHI();
ensure(SceneColor.TextureSRV->Desc.Texture->Desc.Flags & TexCreate_RenderTargetable);
NewSceneColor = SceneColor.TextureSRV->Desc.Texture;
bPassthroughAlpha = false;
}
else
{
unimplemented();
}
RDG_EVENT_SCOPE_STAT(GraphBuilder, Translucency, "%s", OpName);
RDG_GPU_STAT_SCOPE(GraphBuilder, Translucency);
DynamicRenderScaling::FRDGScope DynamicTranslucencyResolutionScope(GraphBuilder, GDynamicTranslucencyResolution);
const FVector2f SeparateTranslucencyExtentInv = FVector2f(1.0f, 1.0f) / FVector2f(TranslucencyViewport.Extent);
const bool bScaleSeparateTranslucency = OutputViewport.Rect.Size() != TranslucencyTextures.ViewRect.Size();
const float DownsampleScale = float(TranslucencyTextures.ViewRect.Width()) / float(OutputViewport.Rect.Width());
const bool DepthUpscampling = (
bScaleSeparateTranslucency &&
TranslucencyTextures.DepthTexture.IsValid() &&
SceneDepth.IsValid() &&
FMath::IsNearlyEqual(DownsampleScale, 0.5f) &&
GSeparateTranslucencyUpsampleMode > 0);
FScreenTransform SvPositionToViewportUV = FScreenTransform::SvPositionToViewportUV(OutputViewport.Rect);
FComposeSeparateTranslucencyPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FComposeSeparateTranslucencyPS::FParameters>();
PassParameters->ScreenPosToSceneColorUV = SvPositionToViewportUV * FScreenTransform::ChangeTextureBasisFromTo(
SceneColorViewport, FScreenTransform::ETextureBasis::ViewportUV, FScreenTransform::ETextureBasis::TextureUV);
PassParameters->ScreenPosToSeparateTranslucencyUV = SvPositionToViewportUV * FScreenTransform::ChangeTextureBasisFromTo(
TranslucencyViewport, FScreenTransform::ETextureBasis::ViewportUV, FScreenTransform::ETextureBasis::TextureUV);
PassParameters->SeparateTranslucencyUVToViewportUV = FScreenTransform::ChangeTextureBasisFromTo(
TranslucencyViewport, FScreenTransform::ETextureBasis::TextureUV, FScreenTransform::ETextureBasis::ViewportUV);
PassParameters->ViewportUVToSeparateTranslucencyUV = FScreenTransform::ChangeTextureBasisFromTo(
TranslucencyViewport, FScreenTransform::ETextureBasis::ViewportUV, FScreenTransform::ETextureBasis::TextureUV);
PassParameters->SeparateTranslucencyUVMin = (FVector2f(TranslucencyViewport.Rect.Min) + FVector2f(0.5f, 0.5f)) * SeparateTranslucencyExtentInv;
PassParameters->SeparateTranslucencyUVMax = (FVector2f(TranslucencyViewport.Rect.Max) - FVector2f(0.5f, 0.5f)) * SeparateTranslucencyExtentInv;
PassParameters->SeparateTranslucencyExtentInverse = SeparateTranslucencyExtentInv;
PassParameters->SceneColorTexture = Operation == EOperation::ComposeToNewSceneColor
? SceneColor.TextureSRV
: GraphBuilder.CreateSRV(FRDGTextureSRVDesc(GraphBuilder.RegisterExternalTexture(GSystemTextures.BlackAlphaOneDummy)));
PassParameters->SceneColorSampler = TStaticSamplerState<SF_Point>::GetRHI();
PassParameters->SeparateTranslucencyPointTexture = SeparateTranslucencyTexture;
PassParameters->SeparateTranslucencyPointSampler = TStaticSamplerState<SF_Point>::GetRHI();
PassParameters->SeparateModulationPointTexture = SeparateModulationTexture;
PassParameters->SeparateModulationPointSampler = TStaticSamplerState<SF_Point>::GetRHI();
PassParameters->SeparateTranslucencyBilinearTexture = SeparateTranslucencyTexture;
PassParameters->SeparateTranslucencyBilinearSampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
PassParameters->SeparateModulationBilinearTexture = SeparateModulationTexture;
PassParameters->SeparateModulationBilinearSampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
PassParameters->UndistortingDisplacementTexture = GSystemTextures.GetBlackDummy(GraphBuilder);
PassParameters->UndistortingDisplacementSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
PassParameters->bLensDistortion = LensDistortionLUT.IsEnabled();
PassParameters->bPassthroughAlpha = bPassthroughAlpha;
if (LensDistortionLUT.IsEnabled())
{
PassParameters->UndistortingDisplacementTexture = LensDistortionLUT.UndistortingDisplacementTexture;
}
PassParameters->ViewUniformBuffer = View.ViewUniformBuffer;
if (Operation == EOperation::ComposeToExistingSceneColor || Operation == EOperation::ComposeToSceneColorAlpha)
{
PassParameters->RenderTargets[0] = FRenderTargetBinding(NewSceneColor, ERenderTargetLoadAction::ELoad);
}
else
{
PassParameters->RenderTargets[0] = FRenderTargetBinding(NewSceneColor, ERenderTargetLoadAction::ENoAction);
}
if (DepthUpscampling)
{
PassParameters->LowResDepthTexture = TranslucencyTextures.GetDepthForRead(GraphBuilder);
PassParameters->LowResDepthSampler = TStaticSamplerState<SF_Point>::GetRHI();
PassParameters->FullResDepthTexture = SceneDepth.Texture;
PassParameters->FullResDepthSampler = TStaticSamplerState<SF_Point>::GetRHI();
}
FComposeSeparateTranslucencyPS::FPermutationDomain PermutationVector;
PermutationVector.Set<FComposeSeparateTranslucencyPS::FNearestDepthNeighborUpsampling>(DepthUpscampling);
TShaderMapRef<FComposeSeparateTranslucencyPS> PixelShader(View.ShaderMap, PermutationVector);
FPixelShaderUtils::AddFullscreenPass(
GraphBuilder,
View.ShaderMap,
RDG_EVENT_NAME(
"%s(%s%s%s) %dx%d -> %dx%d",
OpName,
kTranslucencyPassName[FMath::Clamp(int32(TranslucencyTextures.Pass), 0, int32(ETranslucencyPass::TPT_MAX) - 1)],
bApplyModulateOnly ? TEXT(" ModulateOnly") : TEXT(""),
DepthUpscampling ? TEXT(" DepthUpsampling") : TEXT(""),
TranslucencyTextures.ViewRect.Width(), TranslucencyTextures.ViewRect.Height(),
OutputViewport.Rect.Width(), OutputViewport.Rect.Height()),
PixelShader,
PassParameters,
OutputViewport.Rect,
BlendState);
return FScreenPassTexture(NewSceneColor, OutputViewport.Rect);
}
static void AddUpsampleResponsiveAAPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
FScreenPassTexture DownsampledTranslucencyDepth,
FRDGTextureRef OutputDepthTexture)
{
FTranslucencyUpsampleResponsiveAAPS::FParameters* PassParameters = GraphBuilder.AllocParameters<FTranslucencyUpsampleResponsiveAAPS::FParameters>();
PassParameters->StencilPixelPosMin = DownsampledTranslucencyDepth.ViewRect.Min;
PassParameters->StencilPixelPosMax = DownsampledTranslucencyDepth.ViewRect.Max - 1;
PassParameters->SvPositionToStencilPixelCoord = (FScreenTransform::Identity - View.ViewRect.Min) * (FVector2f(DownsampledTranslucencyDepth.ViewRect.Size()) / FVector2f(View.ViewRect.Size())) + DownsampledTranslucencyDepth.ViewRect.Min;
PassParameters->StencilMask = STENCIL_TEMPORAL_RESPONSIVE_AA_MASK;
PassParameters->StencilTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc::CreateWithPixelFormat(DownsampledTranslucencyDepth.Texture, PF_X24_G8));
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(OutputDepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthNop_StencilWrite);
TShaderMapRef<FScreenVS> VertexShader(View.ShaderMap);
TShaderMapRef<FTranslucencyUpsampleResponsiveAAPS> PixelShader(View.ShaderMap);
FRHIDepthStencilState* DepthStencilState = TStaticDepthStencilState<false, CF_Always,
true, CF_Always, SO_Keep, SO_Keep, SO_Replace,
false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
0x00, STENCIL_TEMPORAL_RESPONSIVE_AA_MASK>::GetRHI();
FRHIBlendState* BlendState = TStaticBlendState<CW_NONE>::GetRHI();
const FScreenPassPipelineState PipelineState(VertexShader, PixelShader, BlendState, DepthStencilState, /* StencilRef = */ STENCIL_TEMPORAL_RESPONSIVE_AA_MASK);
ClearUnusedGraphResources(PixelShader, PassParameters);
GraphBuilder.AddPass(
RDG_EVENT_NAME("UpsampleResponsiveAA %dx%d -> %dx%d",
DownsampledTranslucencyDepth.ViewRect.Width(), DownsampledTranslucencyDepth.ViewRect.Height(),
View.ViewRect.Width(), View.ViewRect.Height()),
PassParameters,
ERDGPassFlags::Raster,
[&View, PipelineState, PixelShader, PassParameters](FRDGAsyncTask, FRHICommandList& RHICmdList)
{
FScreenPassTextureViewport OutputViewport(PassParameters->RenderTargets.DepthStencil.GetTexture()->Desc.Extent, View.ViewRect);
DrawScreenPass(RHICmdList, View, OutputViewport, OutputViewport, PipelineState, EScreenPassDrawFlags::None, [&](FRHICommandList&)
{
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *PassParameters);
});
});
}
bool FSceneRenderer::ShouldRenderTranslucency() const
{
return ViewFamily.EngineShowFlags.Translucency
&& !ViewFamily.EngineShowFlags.VisualizeLightCulling
&& !ViewFamily.UseDebugViewPS();
}
bool FSceneRenderer::ShouldRenderTranslucency(ETranslucencyPass::Type TranslucencyPass, TArrayView<FViewInfo> InViews)
{
extern int32 GLightShaftRenderAfterDOF;
// Change this condition to control where simple elements should be rendered.
if (IsMainTranslucencyPass(TranslucencyPass))
{
for (const FViewInfo& View : InViews)
{
if (View.bHasTranslucentViewMeshElements || View.SimpleElementCollector.BatchedElements.HasPrimsToDraw())
{
return true;
}
}
}
// If lightshafts are rendered in low res, we must reset the offscreen buffer in case is was also used in TPT_TranslucencyStandard.
if (GLightShaftRenderAfterDOF && TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOF)
{
return true;
}
for (const FViewInfo& View : InViews)
{
if (View.TranslucentPrimCount.Num(TranslucencyPass) > 0)
{
return true;
}
}
return false;
}
FScreenPassTextureViewport FSeparateTranslucencyDimensions::GetInstancedStereoViewport(const FViewInfo& View) const
{
FIntRect ViewRect = View.ViewRectWithSecondaryViews;
ViewRect = GetScaledRect(ViewRect, Scale);
return FScreenPassTextureViewport(Extent, ViewRect);
}
void SetupPostMotionBlurTranslucencyViewParameters(const FViewInfo& View, FViewUniformShaderParameters& Parameters)
{
// post-motionblur pass without down-sampling requires no Temporal AA jitter
FBox VolumeBounds[TVC_MAX];
FViewMatrices ModifiedViewMatrices = View.ViewMatrices;
ModifiedViewMatrices.HackRemoveTemporalAAProjectionJitter();
FViewMatrices ModifiedPrevViewViewMatrices = View.PrevViewInfo.ViewMatrices;
ModifiedPrevViewViewMatrices.HackRemoveTemporalAAProjectionJitter();
Parameters = *View.CachedViewUniformShaderParameters;
View.SetupUniformBufferParameters(ModifiedViewMatrices, ModifiedPrevViewViewMatrices, VolumeBounds, TVC_MAX, Parameters);
}
const FRDGTextureDesc GetPostDOFTranslucentTextureDesc(
ETranslucencyPass::Type TranslucencyPass,
const FSeparateTranslucencyDimensions& SeparateTranslucencyDimensions,
bool bIsModulate,
EShaderPlatform ShaderPlatform)
{
const bool bNeedUAV = SeparateTranslucencyDimensions.NumSamples == 1 && OIT::IsSortedPixelsEnabled(ShaderPlatform);
FClearValueBinding ClearValueBinding = bIsModulate ? FClearValueBinding::White : FClearValueBinding::Black;
if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyHoldout)
{
ClearValueBinding = FClearValueBinding::Black;
}
return FRDGTextureDesc::Create2D(
SeparateTranslucencyDimensions.Extent,
bIsModulate ? PF_FloatR11G11B10 : PF_FloatRGBA,
bIsModulate ? FClearValueBinding::White : FClearValueBinding::Black,
TexCreate_RenderTargetable | TexCreate_ShaderResource | (bNeedUAV ? TexCreate_UAV : TexCreate_None),
1,
SeparateTranslucencyDimensions.NumSamples);
}
FRDGTextureMSAA CreatePostDOFTranslucentTexture(
FRDGBuilder& GraphBuilder,
ETranslucencyPass::Type TranslucencyPass,
const FSeparateTranslucencyDimensions& SeparateTranslucencyDimensions,
bool bIsModulate,
EShaderPlatform ShaderPlatform)
{
const FRDGTextureDesc Desc = GetPostDOFTranslucentTextureDesc(TranslucencyPass, SeparateTranslucencyDimensions, bIsModulate, ShaderPlatform);
return CreateTextureMSAA(
GraphBuilder, Desc,
kTranslucencyColorTextureMultisampledName[int32(TranslucencyPass)],
kTranslucencyColorTextureName[int32(TranslucencyPass)],
bIsModulate ? GFastVRamConfig.SeparateTranslucencyModulate : GFastVRamConfig.SeparateTranslucency);
}
void SetupDownsampledTranslucencyViewParameters(
const FViewInfo& View,
FIntPoint TextureExtent,
FIntRect ViewRect,
ETranslucencyPass::Type TranslucencyPass,
FViewUniformShaderParameters& DownsampledTranslucencyViewParameters)
{
DownsampledTranslucencyViewParameters = *View.CachedViewUniformShaderParameters;
FViewMatrices ViewMatrices = View.ViewMatrices;
FViewMatrices PrevViewMatrices = View.PrevViewInfo.ViewMatrices;
if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterMotionBlur)
{
// Remove jitter from this pass
ViewMatrices.HackRemoveTemporalAAProjectionJitter();
PrevViewMatrices.HackRemoveTemporalAAProjectionJitter();
FBox VolumeBounds[TVC_MAX];
View.SetupUniformBufferParameters(ViewMatrices, PrevViewMatrices, VolumeBounds, TVC_MAX, DownsampledTranslucencyViewParameters);
}
// Update the parts of DownsampledTranslucencyParameters which are dependent on the buffer size and view rect
View.SetupViewRectUniformBufferParameters(
DownsampledTranslucencyViewParameters,
TextureExtent,
ViewRect,
ViewMatrices,
PrevViewMatrices);
// instead of using the expected ratio, use the actual dimensions to avoid rounding errors
float ActualDownsampleX = float(ViewRect.Width()) / float(View.ViewRect.Width());
float ActualDownsampleY = float(ViewRect.Height()) / float(View.ViewRect.Height());
DownsampledTranslucencyViewParameters.LightProbeSizeRatioAndInvSizeRatio = FVector4f(ActualDownsampleX, ActualDownsampleY, 1.0f / ActualDownsampleX, 1.0f / ActualDownsampleY);
DownsampledTranslucencyViewParameters.BufferToSceneTextureScale = FVector2f(1.0f / ActualDownsampleX, 1.0f / ActualDownsampleY);
}
TRDGUniformBufferRef<FTranslucentBasePassUniformParameters> CreateTranslucentBasePassUniformBuffer(
FRDGBuilder& GraphBuilder,
const FScene* Scene,
const FViewInfo& View,
const int32 ViewIndex,
const FTranslucencyLightingVolumeTextures& TranslucencyLightingVolumeTextures,
FRDGTextureRef SceneColorCopyTexture,
const ESceneTextureSetupMode SceneTextureSetupMode,
bool bLumenGIEnabled,
const FOITData& OITData,
ETranslucencyPass::Type TranslucencyPass)
{
FTranslucentBasePassUniformParameters& BasePassParameters = *GraphBuilder.AllocParameters<FTranslucentBasePassUniformParameters>();
const auto GetRDG = [&](const TRefCountPtr<IPooledRenderTarget>& PooledRenderTarget, ERDGTextureFlags Flags = ERDGTextureFlags::None)
{
return GraphBuilder.RegisterExternalTexture(PooledRenderTarget, Flags);
};
SetupSharedBasePassParameters(GraphBuilder, View, ViewIndex, bLumenGIEnabled, BasePassParameters.Shared);
SetupSceneTextureUniformParameters(GraphBuilder, View.GetSceneTexturesChecked(), View.FeatureLevel, SceneTextureSetupMode, BasePassParameters.SceneTextures);
Substrate::BindSubstrateForwardPasslUniformParameters(GraphBuilder, View, BasePassParameters.Substrate);
const FLightSceneProxy* SelectedForwardDirectionalLightProxy = View.ForwardLightingResources.SelectedForwardDirectionalLightProxy;
SetupLightCloudTransmittanceParameters(GraphBuilder, Scene, View, SelectedForwardDirectionalLightProxy ? SelectedForwardDirectionalLightProxy->GetLightSceneInfo() : nullptr, BasePassParameters.ForwardDirLightCloudShadow);
const FRDGSystemTextures& SystemTextures = FRDGSystemTextures::Get(GraphBuilder);
// Material SSR
{
float PrevSceneColorPreExposureInvValue = 1.0f / View.PreExposure;
if (IsHZBValid(View, EHZBType::FurthestHZB))
{
BasePassParameters.HZBParameters = GetHZBParameters(GraphBuilder, View, EHZBType::FurthestHZB);
FRDGTextureSRVRef PrevSceneColorTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc(SystemTextures.Black));
FIntRect PrevSceneColorViewRect = FIntRect(0, 0, 1, 1);
if (View.PrevViewInfo.CustomSSRInput.IsValid())
{
PrevSceneColorTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc(GetRDG(View.PrevViewInfo.CustomSSRInput.RT[0])));
PrevSceneColorViewRect = View.PrevViewInfo.CustomSSRInput.ViewportRect;
PrevSceneColorPreExposureInvValue = 1.0f / View.PrevViewInfo.SceneColorPreExposure;
}
else if (View.PrevViewInfo.TemporalAAHistory.IsValid())
{
FRDGTextureRef TemporalAAHistoryTexture = GetRDG(View.PrevViewInfo.TemporalAAHistory.RT[0]);
PrevSceneColorTexture = GraphBuilder.CreateSRV(TemporalAAHistoryTexture->Desc.IsTextureArray()
? FRDGTextureSRVDesc::CreateForSlice(TemporalAAHistoryTexture, View.PrevViewInfo.TemporalAAHistory.OutputSliceIndex)
: FRDGTextureSRVDesc(TemporalAAHistoryTexture));
PrevSceneColorViewRect = View.PrevViewInfo.TemporalAAHistory.ViewportRect;
PrevSceneColorPreExposureInvValue = 1.0f / View.PrevViewInfo.SceneColorPreExposure;
}
else if (View.PrevViewInfo.ScreenSpaceRayTracingInput.IsValid())
{
PrevSceneColorTexture = GraphBuilder.CreateSRV(FRDGTextureSRVDesc(GetRDG(View.PrevViewInfo.ScreenSpaceRayTracingInput)));
PrevSceneColorViewRect = View.PrevViewInfo.ViewRect;
PrevSceneColorPreExposureInvValue = 1.0f / View.PrevViewInfo.SceneColorPreExposure;
}
BasePassParameters.PrevSceneColor = PrevSceneColorTexture;
BasePassParameters.PrevSceneColorSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
FScreenPassTextureViewportParameters PrevSceneColorParameters = GetScreenPassTextureViewportParameters(FScreenPassTextureViewport(PrevSceneColorTexture->Desc.Texture, PrevSceneColorViewRect));
BasePassParameters.PrevSceneColorBilinearUVMin = PrevSceneColorParameters.UVViewportBilinearMin;
BasePassParameters.PrevSceneColorBilinearUVMax = PrevSceneColorParameters.UVViewportBilinearMax;
}
else
{
BasePassParameters.HZBParameters = GetDummyHZBParameters(GraphBuilder);
BasePassParameters.PrevSceneColor = GraphBuilder.CreateSRV(FRDGTextureSRVDesc(SystemTextures.Black));
BasePassParameters.PrevSceneColorSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
BasePassParameters.PrevSceneColorBilinearUVMin = FVector2f(0.0f, 0.0f);
BasePassParameters.PrevSceneColorBilinearUVMax = FVector2f(1.0f, 1.0f);
}
BasePassParameters.SoftBlendingDistanceKm = FMath::Max(0.0001f, CVarVolumetricCloudSoftBlendingDistanceOnTranslucent.GetValueOnRenderThread());
BasePassParameters.ApplyVolumetricCloudOnTransparent = 0.0f;
BasePassParameters.VolumetricCloudColor = nullptr;
BasePassParameters.VolumetricCloudDepth = nullptr;
BasePassParameters.VolumetricCloudColorSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
BasePassParameters.VolumetricCloudDepthSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
const bool bVRTValid = View.ViewState != nullptr && View.ViewState->VolumetricCloudRenderTarget.IsValid();
if (bVRTValid && IsVolumetricRenderTargetEnabled() && ShouldRenderVolumetricCloud(Scene, View.Family->EngineShowFlags))
{
int32 VRTMode = View.ViewState->VolumetricCloudRenderTarget.GetMode();
if (VRTMode == 1 || VRTMode == 3)
{
FRDGTextureRef VolumetricReconstructRT = View.ViewState->VolumetricCloudRenderTarget.GetOrCreateVolumetricTracingRT(GraphBuilder);
if (VolumetricReconstructRT)
{
BasePassParameters.VolumetricCloudColor = VolumetricReconstructRT;
BasePassParameters.VolumetricCloudDepth = View.ViewState->VolumetricCloudRenderTarget.GetOrCreateVolumetricTracingRTDepth(GraphBuilder);
BasePassParameters.ApplyVolumetricCloudOnTransparent = 1.0f;
BasePassParameters.VolumetricCloudColorUVScale = View.ViewState->VolumetricCloudRenderTarget.GetVolumetricTracingUVScale();
BasePassParameters.VolumetricCloudColorUVMax = View.ViewState->VolumetricCloudRenderTarget.GetVolumetricTracingUVMax();
}
}
else
{
TRefCountPtr<IPooledRenderTarget> VolumetricReconstructRT = View.ViewState->VolumetricCloudRenderTarget.GetDstVolumetricReconstructRT();
if (VolumetricReconstructRT.IsValid())
{
TRefCountPtr<IPooledRenderTarget> VolumetricReconstructRTDepth = View.ViewState->VolumetricCloudRenderTarget.GetDstVolumetricReconstructRTDepth();
BasePassParameters.VolumetricCloudColor = GraphBuilder.RegisterExternalTexture(VolumetricReconstructRT);
BasePassParameters.VolumetricCloudDepth = GraphBuilder.RegisterExternalTexture(VolumetricReconstructRTDepth);
BasePassParameters.ApplyVolumetricCloudOnTransparent = 1.0f;
BasePassParameters.VolumetricCloudColorUVScale = View.ViewState->VolumetricCloudRenderTarget.GetDstVolumetricReconstructUVScale();
BasePassParameters.VolumetricCloudColorUVMax = View.ViewState->VolumetricCloudRenderTarget.GetDstVolumetricReconstructUVMax();
}
}
}
if (BasePassParameters.VolumetricCloudColor == nullptr)
{
BasePassParameters.VolumetricCloudColor = GSystemTextures.GetBlackAlphaOneDummy(GraphBuilder);
BasePassParameters.VolumetricCloudDepth = GSystemTextures.GetBlackDummy(GraphBuilder);
}
FIntPoint ViewportOffset = View.ViewRect.Min;
FIntPoint ViewportExtent = View.ViewRect.Size();
// Scene render targets might not exist yet; avoids NaNs.
FIntPoint EffectiveBufferSize = View.GetSceneTexturesConfig().Extent;
EffectiveBufferSize.X = FMath::Max(EffectiveBufferSize.X, 1);
EffectiveBufferSize.Y = FMath::Max(EffectiveBufferSize.Y, 1);
if (View.PrevViewInfo.CustomSSRInput.IsValid())
{
ViewportOffset = View.PrevViewInfo.CustomSSRInput.ViewportRect.Min;
ViewportExtent = View.PrevViewInfo.CustomSSRInput.ViewportRect.Size();
EffectiveBufferSize = View.PrevViewInfo.CustomSSRInput.RT[0]->GetDesc().Extent;
}
else if (View.PrevViewInfo.TemporalAAHistory.IsValid())
{
ViewportOffset = View.PrevViewInfo.TemporalAAHistory.ViewportRect.Min;
ViewportExtent = View.PrevViewInfo.TemporalAAHistory.ViewportRect.Size();
EffectiveBufferSize = View.PrevViewInfo.TemporalAAHistory.RT[0]->GetDesc().Extent;
}
else if (View.PrevViewInfo.ScreenSpaceRayTracingInput.IsValid())
{
ViewportOffset = View.PrevViewInfo.ViewRect.Min;
ViewportExtent = View.PrevViewInfo.ViewRect.Size();
EffectiveBufferSize = View.PrevViewInfo.ScreenSpaceRayTracingInput->GetDesc().Extent;
}
FVector2f InvBufferSize(1.0f / float(EffectiveBufferSize.X), 1.0f / float(EffectiveBufferSize.Y));
FVector4f ScreenPosToPixelValue(
ViewportExtent.X * 0.5f * InvBufferSize.X,
-ViewportExtent.Y * 0.5f * InvBufferSize.Y,
(ViewportExtent.X * 0.5f + ViewportOffset.X) * InvBufferSize.X,
(ViewportExtent.Y * 0.5f + ViewportOffset.Y) * InvBufferSize.Y);
BasePassParameters.PrevScreenPositionScaleBias = ScreenPosToPixelValue;
BasePassParameters.PrevSceneColorPreExposureInv = PrevSceneColorPreExposureInvValue;
BasePassParameters.SSRQuality = ShouldRenderTranslucencyScreenSpaceReflections(View) ? GetSSRQuality() : 0;
}
// Translucency Lighting Volume
BasePassParameters.TranslucencyLightingVolume = GetTranslucencyLightingVolumeParameters(GraphBuilder, TranslucencyLightingVolumeTextures, View);
BasePassParameters.LumenParameters = GetLumenTranslucencyLightingParameters(GraphBuilder, View.GetLumenTranslucencyGIVolume(), View.LumenFrontLayerTranslucency);
const bool bLumenGIHandlingSkylight = bLumenGIEnabled
&& BasePassParameters.LumenParameters.TranslucencyGIGridSize.Z > 0;
BasePassParameters.Shared.UseBasePassSkylight = bLumenGIHandlingSkylight ? 0 : 1;
BasePassParameters.SceneColorCopyTexture = SystemTextures.Black;
BasePassParameters.SceneColorCopySampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
if (SceneColorCopyTexture)
{
BasePassParameters.SceneColorCopyTexture = SceneColorCopyTexture;
}
BasePassParameters.EyeAdaptationBuffer = GraphBuilder.CreateSRV(GetEyeAdaptationBuffer(GraphBuilder, View));
BasePassParameters.PreIntegratedGFTexture = GSystemTextures.PreintegratedGF->GetRHI();
BasePassParameters.PreIntegratedGFSampler = TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
OIT::SetOITParameters(GraphBuilder, View, BasePassParameters.OIT, OITData);
// Only use blue noise resources if VSM quality is set to high
if (IsVSMTranslucentHighQualityEnabled() || IsTranslucencyLightingVolumeUsingBlueNoise())
{
BasePassParameters.BlueNoise = GetBlueNoiseParameters();
}
else
{
BasePassParameters.BlueNoise = GetBlueNoiseDummyParameters();
}
BasePassParameters.AVSM = HeterogeneousVolumes::GetAdaptiveVolumetricCameraMapParameters(GraphBuilder, View.ViewState);
// Translucency pass for holdout
BasePassParameters.TranslucencyPass = TranslucencyPass == ETranslucencyPass::TPT_TranslucencyHoldout ? 1 : 0;
return GraphBuilder.CreateUniformBuffer(&BasePassParameters);
}
TRDGUniformBufferRef<FTranslucentBasePassUniformParameters> CreateTranslucentBasePassUniformBuffer(
FRDGBuilder& GraphBuilder,
const FScene* Scene,
const FViewInfo& View,
const int32 ViewIndex,
const FTranslucencyLightingVolumeTextures& TranslucencyLightingVolumeTextures,
FRDGTextureRef SceneColorCopyTexture,
const ESceneTextureSetupMode SceneTextureSetupMode,
bool bLumenGIEnabled,
ETranslucencyPass::Type TranslucencyPass)
{
FOITData OITData = OIT::CreateOITData(GraphBuilder, View, OITPass_None);
return CreateTranslucentBasePassUniformBuffer(
GraphBuilder,
Scene,
View,
ViewIndex,
TranslucencyLightingVolumeTextures,
SceneColorCopyTexture,
SceneTextureSetupMode,
bLumenGIEnabled,
OITData,
TranslucencyPass);
}
static FViewShaderParameters GetSeparateTranslucencyViewParameters(const FViewInfo& View, FIntPoint TextureExtent, float ViewportScale, ETranslucencyPass::Type TranslucencyPass)
{
FViewShaderParameters ViewParameters;
const bool bIsPostMotionBlur = (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterMotionBlur);
if (ViewportScale == 1.0f && !bIsPostMotionBlur)
{
// We can use the existing view uniform buffers if no downsampling is required and is not in the post-motionblur pass
ViewParameters = View.GetShaderParameters();
}
else if (ViewportScale == 1.0f && bIsPostMotionBlur)
{
// Full-scale post-motionblur pass
FViewUniformShaderParameters ViewUniformParameters;
SetupPostMotionBlurTranslucencyViewParameters(View, ViewUniformParameters);
ViewParameters.View = TUniformBufferRef<FViewUniformShaderParameters>::CreateUniformBufferImmediate(ViewUniformParameters, UniformBuffer_SingleFrame);
if (View.bShouldBindInstancedViewUB)
{
FInstancedViewUniformShaderParameters LocalInstancedViewUniformShaderParameters;
InstancedViewParametersUtils::CopyIntoInstancedViewParameters(LocalInstancedViewUniformShaderParameters, ViewUniformParameters, 0);
if (const FViewInfo* InstancedView = View.GetInstancedView())
{
SetupPostMotionBlurTranslucencyViewParameters(*InstancedView, ViewUniformParameters);
InstancedViewParametersUtils::CopyIntoInstancedViewParameters(LocalInstancedViewUniformShaderParameters, ViewUniformParameters, 1);
}
ViewParameters.InstancedView = TUniformBufferRef<FInstancedViewUniformShaderParameters>::CreateUniformBufferImmediate(
reinterpret_cast<const FInstancedViewUniformShaderParameters&>(LocalInstancedViewUniformShaderParameters),
UniformBuffer_SingleFrame);
}
}
else
{
// Downsampled post-DOF or post-motionblur pass
FViewUniformShaderParameters DownsampledTranslucencyViewParameters;
SetupDownsampledTranslucencyViewParameters(
View,
TextureExtent,
GetScaledRect(View.ViewRect, ViewportScale),
TranslucencyPass,
DownsampledTranslucencyViewParameters);
ViewParameters.View = TUniformBufferRef<FViewUniformShaderParameters>::CreateUniformBufferImmediate(DownsampledTranslucencyViewParameters, UniformBuffer_SingleFrame);
if (View.bShouldBindInstancedViewUB)
{
FInstancedViewUniformShaderParameters LocalInstancedViewUniformShaderParameters;
InstancedViewParametersUtils::CopyIntoInstancedViewParameters(LocalInstancedViewUniformShaderParameters, DownsampledTranslucencyViewParameters, 0);
if (const FViewInfo* InstancedView = View.GetInstancedView())
{
SetupDownsampledTranslucencyViewParameters(
*InstancedView,
TextureExtent,
GetScaledRect(InstancedView->ViewRect, ViewportScale),
TranslucencyPass,
DownsampledTranslucencyViewParameters);
InstancedViewParametersUtils::CopyIntoInstancedViewParameters(LocalInstancedViewUniformShaderParameters, DownsampledTranslucencyViewParameters, 1);
}
ViewParameters.InstancedView = TUniformBufferRef<FInstancedViewUniformShaderParameters>::CreateUniformBufferImmediate(
reinterpret_cast<const FInstancedViewUniformShaderParameters&>(LocalInstancedViewUniformShaderParameters ),
UniformBuffer_SingleFrame);
}
}
return ViewParameters;
}
BEGIN_SHADER_PARAMETER_STRUCT(FTranslucentBasePassParameters, )
SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View)
SHADER_PARAMETER_STRUCT_REF(FReflectionCaptureShaderData, ReflectionCapture)
SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FTranslucentBasePassUniformParameters, BasePass)
SHADER_PARAMETER_STRUCT_INCLUDE(FInstanceCullingDrawParams, InstanceCullingDrawParams)
SHADER_PARAMETER_STRUCT_INCLUDE(FVirtualShadowMapSamplingParameters, VirtualShadowMapSamplingParameters)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
static void RenderTranslucencyViewInner(
FRDGBuilder& GraphBuilder,
const FSceneRenderer& SceneRenderer,
FViewInfo& View, int32 ViewIndex,
FScreenPassTextureViewport Viewport,
float ViewportScale,
FRDGTextureMSAA SceneColorTexture,
ERenderTargetLoadAction SceneColorLoadAction,
FRDGTextureRef SceneDepthTexture,
TRDGUniformBufferRef<FTranslucentBasePassUniformParameters> BasePassParameters,
ETranslucencyPass::Type TranslucencyPass,
bool bResolveColorTexture,
bool bRenderInParallel,
FInstanceCullingManager& InstanceCullingManager)
{
if (!View.ShouldRenderView())
{
return;
}
if (SceneColorLoadAction == ERenderTargetLoadAction::EClear)
{
AddClearRenderTargetPass(GraphBuilder, SceneColorTexture.Target);
}
View.BeginRenderView();
FTranslucentBasePassParameters* PassParameters = GraphBuilder.AllocParameters<FTranslucentBasePassParameters>();
PassParameters->View = GetSeparateTranslucencyViewParameters(View, Viewport.Extent, ViewportScale, TranslucencyPass);
PassParameters->ReflectionCapture = View.ReflectionCaptureUniformBuffer;
PassParameters->BasePass = BasePassParameters;
// Custom render passes run early in the frame before VSMs have been processed. The VSM uniforms will be dummy at that point in the frame, so it doesn't matter which
// ViewIndex in the VirtualShadowMapArray is referenced, but it needs to be an index that's not out of range of the array. To handle that case, pass in an index of
// zero, so it arbitrarily uses the first element.
PassParameters->VirtualShadowMapSamplingParameters = SceneRenderer.VirtualShadowMapArray.GetSamplingParameters(GraphBuilder, View.CustomRenderPass == nullptr ? ViewIndex : 0);
PassParameters->RenderTargets[0] = FRenderTargetBinding(SceneColorTexture.Target, ERenderTargetLoadAction::ELoad);
if (TranslucencyPass != ETranslucencyPass::TPT_TranslucencyAfterMotionBlur)
{
PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(SceneDepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthRead_StencilWrite);
}
// Only apply VRS if the translucency render target is at the same scale as the internal resolution
const bool bUseVRS = (ViewportScale == 1.0f);
if (bUseVRS)
{
PassParameters->RenderTargets.ShadingRateTexture = GVRSImageManager.GetVariableRateShadingImage(GraphBuilder, View, FVariableRateShadingImageManager::EVRSPassType::TranslucencyAll);
}
PassParameters->RenderTargets.ResolveRect = FResolveRect(Viewport.Rect);
const EMeshPass::Type MeshPass = TranslucencyPassToMeshPass(TranslucencyPass);
if (auto* Pass = View.ParallelMeshDrawCommandPasses[MeshPass])
{
Pass->BuildRenderingCommands(GraphBuilder, SceneRenderer.Scene->GPUScene, PassParameters->InstanceCullingDrawParams);
if (!View.Family->UseDebugViewPS())
{
if (bRenderInParallel)
{
GraphBuilder.AddDispatchPass(
RDG_EVENT_NAME("Translucency(%s Parallel) %dx%d",
TranslucencyPassToString(TranslucencyPass),
int32(View.ViewRect.Width() * ViewportScale),
int32(View.ViewRect.Height() * ViewportScale)),
PassParameters,
ERDGPassFlags::Raster,
[Pass, PassParameters, ViewportScale](FRDGDispatchPassBuilder& DispatchPassBuilder)
{
Pass->Dispatch(DispatchPassBuilder, &PassParameters->InstanceCullingDrawParams, ViewportScale);
});
}
else
{
GraphBuilder.AddPass(
RDG_EVENT_NAME("Translucency(%s) %dx%d",
TranslucencyPassToString(TranslucencyPass),
int32(View.ViewRect.Width() * ViewportScale),
int32(View.ViewRect.Height() * ViewportScale)),
PassParameters,
ERDGPassFlags::Raster,
[&View, Pass, PassParameters, ViewportScale](FRDGAsyncTask, FRHICommandList& RHICmdList)
{
FSceneRenderer::SetStereoViewport(RHICmdList, View, ViewportScale);
Pass->Draw(RHICmdList, &PassParameters->InstanceCullingDrawParams);
});
}
}
}
else
{
InstanceCullingManager.SetDummyCullingParams(GraphBuilder, PassParameters->InstanceCullingDrawParams);
}
if (IsMainTranslucencyPass(TranslucencyPass) && (View.SimpleElementCollector.HasAnyPrimitives() || View.bHasTranslucentViewMeshElements))
{
GraphBuilder.AddPass(
RDG_EVENT_NAME("TranslucencyElements(%s) %dx%d",
TranslucencyPassToString(TranslucencyPass),
int32(View.ViewRect.Width() * ViewportScale),
int32(View.ViewRect.Height() * ViewportScale)),
PassParameters,
ERDGPassFlags::Raster,
[&View, TranslucencyPass, ViewportScale] (FRHICommandList& RHICmdList)
{
FSceneRenderer::SetStereoViewport(RHICmdList, View, ViewportScale);
FMeshPassProcessorRenderState DrawRenderState;
DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_DepthNearOrEqual>::GetRHI());
View.SimpleElementCollector.DrawBatchedElements(RHICmdList, DrawRenderState, View, EBlendModeFilter::Translucent, SDPG_World);
View.SimpleElementCollector.DrawBatchedElements(RHICmdList, DrawRenderState, View, EBlendModeFilter::Translucent, SDPG_Foreground);
// editor and debug rendering
if (View.bHasTranslucentViewMeshElements)
{
{
QUICK_SCOPE_CYCLE_COUNTER(RenderTranslucencyParallel_SDPG_World);
DrawDynamicMeshPass(View, RHICmdList,
[&View, &DrawRenderState, TranslucencyPass](FDynamicPassMeshDrawListContext* DynamicMeshPassContext)
{
FBasePassMeshProcessor PassMeshProcessor(
EMeshPass::Num,
View.Family->Scene->GetRenderScene(),
View.GetFeatureLevel(),
&View,
DrawRenderState,
DynamicMeshPassContext,
FBasePassMeshProcessor::EFlags::CanUseDepthStencil,
TranslucencyPass);
const uint64 DefaultBatchElementMask = ~0ull;
for (int32 MeshIndex = 0; MeshIndex < View.ViewMeshElements.Num(); MeshIndex++)
{
const FMeshBatch& MeshBatch = View.ViewMeshElements[MeshIndex];
PassMeshProcessor.AddMeshBatch(MeshBatch, DefaultBatchElementMask, nullptr);
}
});
}
if (!View.Family->EngineShowFlags.CompositeEditorPrimitives)
{
QUICK_SCOPE_CYCLE_COUNTER(RenderTranslucencyParallel_SDPG_Foreground);
DrawDynamicMeshPass(View, RHICmdList,
[&View, &DrawRenderState, TranslucencyPass](FDynamicPassMeshDrawListContext* DynamicMeshPassContext)
{
FBasePassMeshProcessor PassMeshProcessor(
EMeshPass::Num,
View.Family->Scene->GetRenderScene(),
View.GetFeatureLevel(),
&View,
DrawRenderState,
DynamicMeshPassContext,
FBasePassMeshProcessor::EFlags::CanUseDepthStencil,
TranslucencyPass);
const uint64 DefaultBatchElementMask = ~0ull;
for (int32 MeshIndex = 0; MeshIndex < View.TopViewMeshElements.Num(); MeshIndex++)
{
const FMeshBatch& MeshBatch = View.TopViewMeshElements[MeshIndex];
PassMeshProcessor.AddMeshBatch(MeshBatch, DefaultBatchElementMask, nullptr);
}
});
}
}
});
}
if (bResolveColorTexture)
{
AddResolveSceneColorPass(GraphBuilder, View, SceneColorTexture);
}
}
void FDeferredShadingSceneRenderer::RenderTranslucencyInner(
FDeferredShadingSceneRenderer& Renderer,
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FTranslucencyLightingVolumeTextures& TranslucentLightingVolumeTextures,
FTranslucencyPassResourcesMap* OutTranslucencyResourceMap,
FRDGTextureMSAA SharedDepthTexture,
TArray<FViewInfo>& InViews,
ETranslucencyView ViewsToRender,
const FSeparateTranslucencyDimensions& SeparateTranslucencyDimensions,
FRDGTextureRef SceneColorCopyTexture,
ETranslucencyPass::Type TranslucencyPass,
FInstanceCullingManager& InstanceCullingManager,
bool bStandardTranslucentCanRenderSeparate)
{
if (!ShouldRenderTranslucency(TranslucencyPass, InViews))
{
return;
}
const FScene* Scene = Renderer.Scene;
const FSceneViewFamily& ViewFamily = *InViews[0].Family;
const bool bIsModulate = TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOFModulate || TranslucencyPass == ETranslucencyPass::TPT_TranslucencyStandardModulate;
const bool bDepthTest = TranslucencyPass != ETranslucencyPass::TPT_TranslucencyAfterMotionBlur;
const bool bRenderInParallel = IsParallelTranslucencyEnabled();
const bool bIsScalingTranslucency = SeparateTranslucencyDimensions.Scale < 1.0f;
const bool bIsStandardSeparatedTranslucency = bStandardTranslucentCanRenderSeparate && TranslucencyPass == ETranslucencyPass::TPT_TranslucencyStandard && ViewFamily.AllowStandardTranslucencySeparated();
const bool bRenderInSeparateTranslucency = IsSeparateTranslucencyEnabled(TranslucencyPass, SeparateTranslucencyDimensions.Scale) || bIsStandardSeparatedTranslucency;
// Holdout rendering
const bool bRenderTranslucencyHold = TranslucencyPass == ETranslucencyPass::TPT_TranslucencyHoldout;
// Can't reference scene color in scene textures. Scene color copy is used instead.
ESceneTextureSetupMode SceneTextureSetupMode = ESceneTextureSetupMode::All;
EnumRemoveFlags(SceneTextureSetupMode, ESceneTextureSetupMode::SceneColor);
// Create resources shared by each view (each view data is tiled into each of the render target resources)
FRDGTextureMSAA SharedColorTexture = CreatePostDOFTranslucentTexture(GraphBuilder, TranslucencyPass, SeparateTranslucencyDimensions, bIsModulate, Scene->GetShaderPlatform());
for (int32 ViewIndex = 0, NumProcessedViews = 0; ViewIndex < InViews.Num(); ++ViewIndex)
{
FViewInfo& View = InViews[ViewIndex];
const ETranslucencyView TranslucencyView = GetTranslucencyView(View);
if (!EnumHasAnyFlags(TranslucencyView, ViewsToRender))
{
continue;
}
// We run separate and composited translucent only when the view is NOT under water.
// When under water, we render each translucency pass in forward on the water buffer itself.
const bool bViewIsUnderWater = EnumHasAnyFlags(TranslucencyView, ETranslucencyView::UnderWater);
if (bRenderInSeparateTranslucency && !bViewIsUnderWater)
{
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, InViews.Num() > 1, "View%d", ViewIndex);
FIntRect ScaledViewRect = GetScaledRect(View.ViewRect, SeparateTranslucencyDimensions.Scale);
const FScreenPassTextureViewport SeparateTranslucencyViewport = SeparateTranslucencyDimensions.GetInstancedStereoViewport(View);
const bool bCompositeBackToSceneColor = (IsMainTranslucencyPass(TranslucencyPass) && !bIsStandardSeparatedTranslucency);
const bool bLumenGIEnabled = Renderer.GetViewPipelineState(View).DiffuseIndirectMethod == EDiffuseIndirectMethod::Lumen;
/** Separate translucency color is either composited immediately or later during post processing. If done immediately, it's because the view doesn't support
* compositing (e.g. we're rendering an underwater view) or because we're downsampling the main translucency pass. In this case, we use a local set of
* textures instead of the external ones passed in.
*/
FRDGTextureMSAA SeparateTranslucencyColorTexture = SharedColorTexture;
// NOTE: No depth test on post-motionblur translucency
FRDGTextureMSAA SeparateTranslucencyDepthTexture;
if (bDepthTest)
{
SeparateTranslucencyDepthTexture = SharedDepthTexture;
}
const ERenderTargetLoadAction SeparateTranslucencyColorLoadAction = NumProcessedViews == 0 || View.Family->bMultiGPUForkAndJoin
? ERenderTargetLoadAction::EClear
: ERenderTargetLoadAction::ELoad;
FOITData OITData = OIT::CreateOITData(GraphBuilder, View, OITPass_SeperateTranslucency);
const bool bRenderTranslucencyViewInner = OIT::IsSortedPixelsEnabled(View) ? !bIsModulate : true;
if (bRenderTranslucencyViewInner)
{
RenderTranslucencyViewInner(
GraphBuilder,
Renderer,
View, ViewIndex,
SeparateTranslucencyViewport,
SeparateTranslucencyDimensions.Scale,
SeparateTranslucencyColorTexture,
SeparateTranslucencyColorLoadAction,
SeparateTranslucencyDepthTexture.Target,
CreateTranslucentBasePassUniformBuffer(GraphBuilder, Scene, View, ViewIndex, TranslucentLightingVolumeTextures, SceneColorCopyTexture, SceneTextureSetupMode, bLumenGIEnabled, OITData, TranslucencyPass),
TranslucencyPass,
!bCompositeBackToSceneColor,
bRenderInParallel,
InstanceCullingManager);
{
FTranslucencyPassResources& TranslucencyPassResources = OutTranslucencyResourceMap->Get(ViewIndex, TranslucencyPass);
TranslucencyPassResources.ViewRect = ScaledViewRect;
TranslucencyPassResources.ColorTexture = SharedColorTexture;
TranslucencyPassResources.DepthTexture = SharedDepthTexture;
}
}
if (OIT::IsSortedPixelsEnabled(View) && !!(OITData.PassType & OITPass_SeperateTranslucency))
{
// * If this pass it not modulate (i.e., TranslucencyPass != ETranslucencyPass::TPT_TranslucencyXXXModulate), then:
// * Either the result is directly composed to the the color target.
// * Or the luminance is composed to the color target, and the transmittance composed into a new allocated 'modulate' target
// * If this pass is modulate (i.e., TranslucencyPass == ETranslucencyPass::TPT_TranslucencyXXXModulate), then we only redirect SharedColorTexture to the modulate target, allocated during the previous pass
if (!bIsModulate)
{
if (bCompositeBackToSceneColor || TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterMotionBlur)
{
// Compose the final result (Luminance + Transmittance) to the color target
OIT::AddOITComposePass(GraphBuilder, View, OITData, SeparateTranslucencyColorTexture.Target);
}
else
{
ETranslucencyPass::Type ModulateTranslucencyPass = ETranslucencyPass::TPT_MAX;
if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyStandard)
{
ModulateTranslucencyPass = ETranslucencyPass::TPT_TranslucencyStandardModulate;
}
else if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOF)
{
ModulateTranslucencyPass = ETranslucencyPass::TPT_TranslucencyAfterDOFModulate;
}
// * Compose the luminance to the color target
// * Allocate a new target for the transmittance
// * Compose the transmittance to the transmittance target
if (TranslucencyPass != ETranslucencyPass::TPT_MAX)
{
FRDGTextureMSAA ModulateTexture = CreatePostDOFTranslucentTexture(GraphBuilder, ModulateTranslucencyPass, SeparateTranslucencyDimensions, true /*bIsModulate*/, Scene->GetShaderPlatform());
OIT::AddOITComposePass(GraphBuilder, View, OITData, SeparateTranslucencyColorTexture.Target, ModulateTexture.Target);
FTranslucencyPassResources& ModulateTranslucencyPassResources = OutTranslucencyResourceMap->Get(ViewIndex, ModulateTranslucencyPass);
ModulateTranslucencyPassResources.ViewRect = ScaledViewRect;
ModulateTranslucencyPassResources.ColorTexture = nullptr;
ModulateTranslucencyPassResources.ColorModulateTexture = ModulateTexture;
ModulateTranslucencyPassResources.DepthTexture = SharedDepthTexture;
}
}
}
else
{
// Retrieve the modulate texture, which was allocated and fill-in during the previous (non-modulate) transparentcy pass.
check(!bCompositeBackToSceneColor);
FTranslucencyPassResources& ModulateTranslucencyPassResources = OutTranslucencyResourceMap->Get(ViewIndex, TranslucencyPass);
SharedColorTexture = ModulateTranslucencyPassResources.ColorModulateTexture;
ModulateTranslucencyPassResources.ViewRect = ScaledViewRect;
ModulateTranslucencyPassResources.DepthTexture = SharedDepthTexture;
}
}
if (bCompositeBackToSceneColor)
{
FRDGTextureRef SeparateTranslucencyDepthResolve = nullptr;
FRDGTextureRef SceneDepthResolve = nullptr;
if (TranslucencyPass != ETranslucencyPass::TPT_TranslucencyAfterMotionBlur)
{
::AddResolveSceneDepthPass(GraphBuilder, View, SeparateTranslucencyDepthTexture);
SeparateTranslucencyDepthResolve = SeparateTranslucencyDepthTexture.Resolve;
SceneDepthResolve = SceneTextures.Depth.Resolve;
}
FTranslucencyPassResources& TranslucencyPassResources = OutTranslucencyResourceMap->Get(ViewIndex, TranslucencyPass);
FTranslucencyComposition TranslucencyComposition;
TranslucencyComposition.Operation = FTranslucencyComposition::EOperation::ComposeToExistingSceneColor;
TranslucencyComposition.SceneColor = FScreenPassTextureSlice::CreateFromScreenPassTexture(GraphBuilder, FScreenPassTexture(SceneTextures.Color.Target, View.ViewRect));
TranslucencyComposition.SceneDepth = FScreenPassTexture(SceneTextures.Depth.Resolve, View.ViewRect);
TranslucencyComposition.OutputViewport = FScreenPassTextureViewport(SceneTextures.Depth.Resolve, View.ViewRect);
FScreenPassTexture UpscaledTranslucency = TranslucencyComposition.AddPass(
GraphBuilder, View, TranslucencyPassResources);
ensure(View.ViewRect == UpscaledTranslucency.ViewRect);
ensure(UpscaledTranslucency.Texture == SceneTextures.Color.Target);
//Invalidate.
TranslucencyPassResources = FTranslucencyPassResources();
TranslucencyPassResources.Pass = TranslucencyPass;
}
else
{
if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyAfterDOFModulate)
{
FTranslucencyPassResources& TranslucencyPassResources = OutTranslucencyResourceMap->Get(ViewIndex, ETranslucencyPass::TPT_TranslucencyAfterDOF);
ensure(TranslucencyPassResources.ViewRect == ScaledViewRect);
ensure(TranslucencyPassResources.DepthTexture == SharedDepthTexture);
TranslucencyPassResources.ColorModulateTexture = SharedColorTexture;
}
else if (TranslucencyPass == ETranslucencyPass::TPT_TranslucencyStandardModulate)
{
FTranslucencyPassResources& TranslucencyPassResources = OutTranslucencyResourceMap->Get(ViewIndex, ETranslucencyPass::TPT_TranslucencyStandard);
ensure(TranslucencyPassResources.ViewRect == ScaledViewRect);
ensure(TranslucencyPassResources.DepthTexture == SharedDepthTexture);
TranslucencyPassResources.ColorModulateTexture = SharedColorTexture;
}
else
{
check(!bIsModulate);
}
}
++NumProcessedViews;
}
else if (bRenderTranslucencyHold)
{
// Main logic:
// 1. Copy the holdout background visibility before any translucent pass to the translucent holdout texture.
// 2. Run the TranslucencyViewInner logic to accumulate the background visibility (bv) and path throughput (pt) from back to close.
// 3. Copy back the alpha channel of the SharedColorTexture.
// Notes:
// Since alpha will be polluted by alpha holdout blending mode, we cannot directly compose onto the scene color alpha.
// with SceneColor.A = SceneColor.A * pt + bv.
// E.g., alphaholdout material in front of a translucent material.
// Two step direct compose: bv = HoldoutOpacity*(1 - TranslucentOpacity)
// This three step copy compose: bv = HoldoutOpacity
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, InViews.Num() > 1, "View%d", ViewIndex);
const FScreenPassTextureViewport SeparateTranslucencyViewport = SeparateTranslucencyDimensions.GetInstancedStereoViewport(View);
const bool bCompositeBackToSceneColor = true;
const bool bLumenGIEnabled = Renderer.GetViewPipelineState(View).DiffuseIndirectMethod == EDiffuseIndirectMethod::Lumen;
/** Separate translucency color is either composited immediately or later during post processing. If done immediately, it's because the view doesn't support
* compositing (e.g. we're rendering an underwater view) or because we're downsampling the main translucency pass. In this case, we use a local set of
* textures instead of the external ones passed in.
*/
FRDGTextureMSAA SeparateTranslucencyColorTexture = SharedColorTexture;
if (NumProcessedViews == 0 || View.Family->bMultiGPUForkAndJoin)
{
FTranslucencyPassResources& TranslucencyPassResources = OutTranslucencyResourceMap->Get(ViewIndex, TranslucencyPass);
FIntRect CopyRect = TranslucencyPassResources.ViewRect == FIntRect(0,0,0,0) ? View.ViewRect : TranslucencyPassResources.ViewRect;
AddCopyBackgroundVisibilityPass(GraphBuilder, View, SceneColorCopyTexture/*SceneTextures.Color.Resolve*/, SeparateTranslucencyColorTexture.Target,
CopyRect, FCopyBackgroundVisibilityPS::EVisibilityCopyType::FromSceneColor);
}
// NOTE: We need to read the depth texture for final fog accumulation, but
// in the current phase, we don't need depth texture.
const bool bAlphaHoldoutNeedDepthTest = true;
FRDGTextureMSAA SeparateTranslucencyDepthTexture;
if (bAlphaHoldoutNeedDepthTest)
{
SeparateTranslucencyDepthTexture = SharedDepthTexture;
}
// No scale is needed
const float ViewportScale = 1.0f;
// Simply load as we have already initialized the texture.
const ERenderTargetLoadAction SeparateTranslucencyColorLoadAction = ERenderTargetLoadAction::ELoad;
FOITData OITData = OIT::CreateOITData(GraphBuilder, View, OITPass_SeperateTranslucency);
RenderTranslucencyViewInner(
GraphBuilder,
Renderer,
View, ViewIndex,
SeparateTranslucencyViewport,
ViewportScale,
SeparateTranslucencyColorTexture,
SeparateTranslucencyColorLoadAction,
SeparateTranslucencyDepthTexture.Target,
CreateTranslucentBasePassUniformBuffer(GraphBuilder, Scene, View, ViewIndex, TranslucentLightingVolumeTextures, SceneColorCopyTexture, SceneTextureSetupMode, bLumenGIEnabled, OITData, TranslucencyPass),
TranslucencyPass,
!bCompositeBackToSceneColor,
bRenderInParallel,
InstanceCullingManager);
{
FTranslucencyPassResources& TranslucencyPassResources = OutTranslucencyResourceMap->Get(ViewIndex, TranslucencyPass);
TranslucencyPassResources.ViewRect = View.ViewRect;
TranslucencyPassResources.ColorTexture = SharedColorTexture;
TranslucencyPassResources.DepthTexture = SharedDepthTexture;
}
if (OITData.PassType & OITPass_SeperateTranslucency)
{
OIT::AddOITComposePass(GraphBuilder, View, OITData, SeparateTranslucencyColorTexture.Target);
}
if (bCompositeBackToSceneColor)
{
FRDGTextureRef SeparateTranslucencyDepthResolve = nullptr;
FRDGTextureRef SceneDepthResolve = nullptr;
{
::AddResolveSceneDepthPass(GraphBuilder, View, SeparateTranslucencyDepthTexture);
SeparateTranslucencyDepthResolve = SeparateTranslucencyDepthTexture.Resolve;
SceneDepthResolve = SceneTextures.Depth.Resolve;
}
FTranslucencyPassResources& TranslucencyPassResources = OutTranslucencyResourceMap->Get(ViewIndex, TranslucencyPass);
FTranslucencyComposition TranslucencyComposition;
TranslucencyComposition.Operation = FTranslucencyComposition::EOperation::ComposeToSceneColorAlpha;
TranslucencyComposition.SceneColor = FScreenPassTextureSlice::CreateFromScreenPassTexture(GraphBuilder, FScreenPassTexture(SceneTextures.Color.Target, View.ViewRect));
TranslucencyComposition.SceneDepth = FScreenPassTexture(SceneTextures.Depth.Resolve, View.ViewRect);
TranslucencyComposition.OutputViewport = FScreenPassTextureViewport(SceneTextures.Depth.Resolve, View.ViewRect);
FScreenPassTexture UpscaledTranslucency = TranslucencyComposition.AddPass(
GraphBuilder, View, TranslucencyPassResources);
ensure(View.ViewRect == UpscaledTranslucency.ViewRect);
ensure(UpscaledTranslucency.Texture == SceneTextures.Color.Target);
//Invalidate.
TranslucencyPassResources = FTranslucencyPassResources();
TranslucencyPassResources.Pass = TranslucencyPass;
}
++NumProcessedViews;
}
else
{
// When rendering translucent meshes under water, we skip modulate passes which are only required when compositing separate translucency passes from render target.
const bool bSkipPass = bViewIsUnderWater && bIsModulate;
RDG_GPU_MASK_SCOPE(GraphBuilder, View.GPUMask);
RDG_EVENT_SCOPE_CONDITIONAL(GraphBuilder, InViews.Num() > 1 && !bSkipPass, "View%d", ViewIndex);
if (bSkipPass)
{
return;
}
const ERenderTargetLoadAction SceneColorLoadAction = ERenderTargetLoadAction::ELoad;
const FScreenPassTextureViewport Viewport(SceneTextures.Color.Target, View.ViewRect);
const float ViewportScale = 1.0f;
const bool bResolveColorTexture = false;
const bool bLumenGIEnabled = Renderer.GetViewPipelineState(View).DiffuseIndirectMethod == EDiffuseIndirectMethod::Lumen;
FOITData OITData = OIT::CreateOITData(GraphBuilder, View, OITPass_RegularTranslucency);
RenderTranslucencyViewInner(
GraphBuilder,
Renderer,
View, ViewIndex,
Viewport,
ViewportScale,
SceneTextures.Color,
SceneColorLoadAction,
SceneTextures.Depth.Target,
CreateTranslucentBasePassUniformBuffer(GraphBuilder, Scene, View, ViewIndex, TranslucentLightingVolumeTextures, SceneColorCopyTexture, SceneTextureSetupMode, bLumenGIEnabled, OITData, TranslucencyPass),
TranslucencyPass,
bResolveColorTexture,
bRenderInParallel,
InstanceCullingManager);
if (OITData.PassType & OITPass_RegularTranslucency)
{
OIT::AddOITComposePass(GraphBuilder, View, OITData, SceneTextures.Color.Target);
}
}
}
}
static bool ShouldRenderTranslucentView(const FViewInfo& View, ETranslucencyView TranslucencyView, ETranslucencyView ViewsToRender)
{
return View.ShouldRenderView() && EnumHasAnyFlags(TranslucencyView, ViewsToRender);
};
void FDeferredShadingSceneRenderer::RenderTranslucency(
FDeferredShadingSceneRenderer& Renderer,
FRDGBuilder& GraphBuilder,
const FSceneTextures& SceneTextures,
const FTranslucencyLightingVolumeTextures& TranslucentLightingVolumeTextures,
FTranslucencyPassResourcesMap* OutTranslucencyResourceMap,
TArray<FViewInfo>& InViews,
ETranslucencyView ViewsToRender,
const FSeparateTranslucencyDimensions& SeparateTranslucencyDimensions,
FInstanceCullingManager& InstanceCullingManager,
bool bStandardTranslucentCanRenderSeparate,
FRDGTextureMSAA& OutSharedDepthTexture)
{
if (!EnumHasAnyFlags(ViewsToRender, ETranslucencyView::UnderWater | ETranslucencyView::AboveWater))
{
return;
}
const FSceneViewFamily& ViewFamily = *InViews[0].Family;
RDG_EVENT_SCOPE_STAT(GraphBuilder, Translucency, "RenderTranslucency");
RDG_GPU_STAT_SCOPE(GraphBuilder, Translucency);
DynamicRenderScaling::FRDGScope DynamicTranslucencyResolutionScope(GraphBuilder, GDynamicTranslucencyResolution);
FRDGTextureRef SceneColorCopyTexture = nullptr;
const bool bIsTranslucentHoldoutEnabled = IsPrimitiveAlphaHoldoutEnabledForAnyView(InViews);
if (EnumHasAnyFlags(ViewsToRender, ETranslucencyView::AboveWater))
{
SceneColorCopyTexture = AddCopySceneColorPass(GraphBuilder, InViews, SceneTextures.Color, /*WithAlpha*/ bIsTranslucentHoldoutEnabled);
}
// Create a shared depth texture at the correct resolution.
const bool bIsScalingTranslucency = SeparateTranslucencyDimensions.Scale != 1.0f;
if (bIsScalingTranslucency)
{
const FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
SeparateTranslucencyDimensions.Extent,
PF_DepthStencil,
FClearValueBinding::DepthFar,
TexCreate_DepthStencilTargetable | TexCreate_ShaderResource,
1,
SeparateTranslucencyDimensions.NumSamples);
OutSharedDepthTexture = CreateTextureMSAA(
GraphBuilder, Desc,
TEXT("Translucency.DepthMS"),
TEXT("Translucency.Depth"),
GFastVRamConfig.SeparateTranslucencyModulate); // TODO: this should be SeparateTranslucency, but is what the code was doing
// Downscale the depth buffer for each individual view, but shared accross all translucencies.
for (int32 ViewIndex = 0; ViewIndex < InViews.Num(); ++ViewIndex)
{
FViewInfo& View = InViews[ViewIndex];
const ETranslucencyView TranslucencyView = GetTranslucencyView(View);
if (!ShouldRenderTranslucentView(View, TranslucencyView, ViewsToRender))
{
continue;
}
const FScreenPassTextureViewport SeparateTranslucencyViewport = SeparateTranslucencyDimensions.GetInstancedStereoViewport(View);
AddDownsampleDepthPass(
GraphBuilder, View,
FScreenPassTexture(SceneTextures.Depth.Resolve, View.ViewRect),
FScreenPassRenderTarget(OutSharedDepthTexture.Target, SeparateTranslucencyViewport.Rect, ViewIndex == 0 ? ERenderTargetLoadAction::EClear : ERenderTargetLoadAction::ELoad),
EDownsampleDepthFilter::Point);
}
}
else
{
// Uses the existing depth buffer for depth testing the translucency.
OutSharedDepthTexture = SceneTextures.Depth;
}
if (ViewFamily.AllowTranslucencyAfterDOF())
{
RenderTranslucencyInner(Renderer, GraphBuilder, SceneTextures, TranslucentLightingVolumeTextures, OutTranslucencyResourceMap, OutSharedDepthTexture, InViews, ViewsToRender, SeparateTranslucencyDimensions, SceneColorCopyTexture, ETranslucencyPass::TPT_TranslucencyStandard, InstanceCullingManager, bStandardTranslucentCanRenderSeparate);
if (ViewFamily.AllowStandardTranslucencySeparated() && bStandardTranslucentCanRenderSeparate)
{
RenderTranslucencyInner(Renderer, GraphBuilder, SceneTextures, TranslucentLightingVolumeTextures, OutTranslucencyResourceMap, OutSharedDepthTexture, InViews, ViewsToRender, SeparateTranslucencyDimensions, SceneColorCopyTexture, ETranslucencyPass::TPT_TranslucencyStandardModulate, InstanceCullingManager, bStandardTranslucentCanRenderSeparate);
}
if (GetHairStrandsComposition() == EHairStrandsCompositionType::AfterTranslucentBeforeTranslucentAfterDOF)
{
RenderHairComposition(GraphBuilder, InViews, SceneTextures.Color.Target, SceneTextures.Depth.Target, SceneTextures.Velocity, *OutTranslucencyResourceMap);
}
RenderTranslucencyInner(Renderer, GraphBuilder, SceneTextures, TranslucentLightingVolumeTextures, OutTranslucencyResourceMap, OutSharedDepthTexture, InViews, ViewsToRender, SeparateTranslucencyDimensions, SceneColorCopyTexture, ETranslucencyPass::TPT_TranslucencyAfterDOF, InstanceCullingManager, bStandardTranslucentCanRenderSeparate);
RenderTranslucencyInner(Renderer, GraphBuilder, SceneTextures, TranslucentLightingVolumeTextures, OutTranslucencyResourceMap, OutSharedDepthTexture, InViews, ViewsToRender, SeparateTranslucencyDimensions, SceneColorCopyTexture, ETranslucencyPass::TPT_TranslucencyAfterDOFModulate, InstanceCullingManager, bStandardTranslucentCanRenderSeparate);
RenderTranslucencyInner(Renderer, GraphBuilder, SceneTextures, TranslucentLightingVolumeTextures, OutTranslucencyResourceMap, OutSharedDepthTexture, InViews, ViewsToRender, SeparateTranslucencyDimensions, SceneColorCopyTexture, ETranslucencyPass::TPT_TranslucencyAfterMotionBlur, InstanceCullingManager, bStandardTranslucentCanRenderSeparate);
}
else // Otherwise render translucent primitives in a single bucket.
{
RenderTranslucencyInner(Renderer, GraphBuilder, SceneTextures, TranslucentLightingVolumeTextures, OutTranslucencyResourceMap, OutSharedDepthTexture, InViews, ViewsToRender, SeparateTranslucencyDimensions, SceneColorCopyTexture, ETranslucencyPass::TPT_AllTranslucency, InstanceCullingManager, bStandardTranslucentCanRenderSeparate);
}
if (bIsTranslucentHoldoutEnabled && SceneColorCopyTexture)
{
// Render the translucent holdout background visibility to the alpha channel of SceneColor.
RenderTranslucencyInner(Renderer, GraphBuilder, SceneTextures, TranslucentLightingVolumeTextures, OutTranslucencyResourceMap, OutSharedDepthTexture, InViews, ViewsToRender, SeparateTranslucencyDimensions, SceneColorCopyTexture, ETranslucencyPass::TPT_TranslucencyHoldout, InstanceCullingManager, bStandardTranslucentCanRenderSeparate);
}
}
void FDeferredShadingSceneRenderer::UpscaleTranslucencyIfNeeded(
FRDGBuilder& GraphBuilder,
const FSceneTextures& SceneTextures,
ETranslucencyView ViewsToRender,
FTranslucencyPassResourcesMap* OutTranslucencyResourceMap,
FRDGTextureMSAA& InSharedDepthTexture)
{
if (!EnumHasAnyFlags(ViewsToRender, ETranslucencyView::UnderWater | ETranslucencyView::AboveWater))
{
return;
}
bool bUpscalePostDOFTranslucency = true;
FRDGTextureRef SharedUpscaledPostDOFTranslucencyColor = nullptr;
if (bUpscalePostDOFTranslucency)
{
const FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
SceneTextures.Color.Resolve->Desc.Extent,
PF_FloatRGBA,
FClearValueBinding::Black,
TexCreate_RenderTargetable | TexCreate_ShaderResource);
SharedUpscaledPostDOFTranslucencyColor = GraphBuilder.CreateTexture(
Desc, TEXT("Translucency.PostDOF.UpscaledColor"));
}
// Upscale to full res.
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex)
{
FViewInfo& View = Views[ViewIndex];
const ETranslucencyView TranslucencyView = GetTranslucencyView(View);
if (!ShouldRenderTranslucentView(View, TranslucencyView, ViewsToRender))
{
continue;
}
// Upscale the responsive AA into original depth buffer.
bool bUpscaleResponsiveAA = (
IsTemporalAccumulationBasedMethod(View.AntiAliasingMethod) &&
InSharedDepthTexture.Target != SceneTextures.Depth.Target);
if (bUpscaleResponsiveAA)
{
const FScreenPassTextureViewport SeparateTranslucencyViewport = SeparateTranslucencyDimensions.GetInstancedStereoViewport(View);
AddUpsampleResponsiveAAPass(
GraphBuilder,
View,
FScreenPassTexture(InSharedDepthTexture.Target, SeparateTranslucencyViewport.Rect),
/* OutputDepthTexture = */ SceneTextures.Depth.Target);
}
FTranslucencyPassResources& TranslucencyPassResources = OutTranslucencyResourceMap->Get(ViewIndex, ETranslucencyPass::TPT_TranslucencyAfterDOF);
if (SharedUpscaledPostDOFTranslucencyColor && TranslucencyPassResources.IsValid() && TranslucencyPassResources.ViewRect.Size() != View.ViewRect.Size() && GetMainTAAPassConfig(View) != EMainTAAPassConfig::TSR)
{
FTranslucencyComposition TranslucencyComposition;
TranslucencyComposition.Operation = FTranslucencyComposition::EOperation::UpscaleOnly;
TranslucencyComposition.SceneDepth = FScreenPassTexture(SceneTextures.Depth.Resolve, View.ViewRect);
TranslucencyComposition.OutputViewport = FScreenPassTextureViewport(SceneTextures.Depth.Resolve, View.ViewRect);
FScreenPassTexture UpscaledTranslucency = TranslucencyComposition.AddPass(
GraphBuilder, View, TranslucencyPassResources);
TranslucencyPassResources.ViewRect = UpscaledTranslucency.ViewRect;
TranslucencyPassResources.ColorTexture = FRDGTextureMSAA(UpscaledTranslucency.Texture);
TranslucencyPassResources.DepthTexture = FRDGTextureMSAA();
}
}
}