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UnrealEngine/Engine/Shaders/Private/Substrate/SubstrateSubsurface.ush
2025-05-18 13:04:45 +08:00

297 lines
11 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "../TransmissionCommon.ush"
#include "/Engine/Shared/SubstrateDefinitions.h"
#include "/Engine/Private/Substrate/SubstrateExportCommon.ush"
// Forward declarations
uint PackColorLinearToGamma2AlphaLinear(float4 In);
float4 UnpackColorGamma2ToLinearAlphaLinear(uint In);
///////////////////////////////////////////////////////////////////////////////
// Sub-surface
//
// Stored in first slice as UINT
// This is hot data that is often accessed by SSS related passes.
struct FSubstrateSubsurfaceHeader
{
// 3 bits
// SSS type:
// 0: Invalid
// 1: Wrap
// 2: TwoSided
// 3: Diffusion
// 4: Diffusion with profile
// 5: SimpleVolume
// 29 bits of data.
// If bIsProfile: 8bit profile radius, 8bits ProfileId, 16bits unused
// If !bIsProfile: 10109 mean free path
uint Bytes;
};
#if SSS_TYPE_COUNT != 6
#error Update this code to ensure all SSS types requiering side payload can be represented.
#endif
#define SSSHEADER_TYPE(Header) (Header.Bytes & 0x7)
#define SSSHEADER_TYPE_MASK (0x00000007)
void SubstrateSubSurfaceHeaderSetSSSType(inout FSubstrateSubsurfaceHeader SSSHeader, uint SSSType)
{
SSSHeader.Bytes &= (~SSSHEADER_TYPE_MASK);
SSSHeader.Bytes |= SSSType & SSSHEADER_TYPE_MASK;
}
void SubstrateSubSurfaceHeaderSetProfile(inout FSubstrateSubsurfaceHeader SSSHeader, float RadiusScale, uint ProfileId)
{
SSSHeader.Bytes &= SSSHEADER_TYPE_MASK;
SSSHeader.Bytes |= ProfileId << 24;
SSSHeader.Bytes |= PackR8(RadiusScale) << 16;
}
void SubstrateSubSurfaceHeaderSetNonProfile(inout FSubstrateSubsurfaceHeader SSSHeader, float3 MeanFreePath)
{
SSSHeader.Bytes &= SSSHEADER_TYPE_MASK;
// Encode MFP onto 10 10 9 bits. For the blue channel the last bit of the mantissa is dropped in order to make room for SSSType encoding
SSSHeader.Bytes |= (Pack10F(MeanFreePath.x) << 22) | (Pack10F(MeanFreePath.y) << 12) | ((Pack10F(MeanFreePath.z)&0x3FE) << 2);
}
float SubstrateSubSurfaceGetWrapOpacityFromAnisotropy(float PhaseAnisotropy)
{
// Reinterpret the phase function anisotropy as 'opacity' value
// * Forward/Backward phase function == Thin surface (i.e., opacity => 0)
// * Isotropic phase function == Thick surface (i.e., opacity => 1)
const float Opacity = 1.f - abs(PhaseAnisotropy);
return Opacity;
}
void SubstrateSubSurfaceHeaderSetWrapOpacity(inout FSubstrateSubsurfaceHeader SSSHeader, float Opacity)
{
SSSHeader.Bytes &= SSSHEADER_TYPE_MASK;
SSSHeader.Bytes |= PackR8(Opacity) << 8;
}
void SubstrateSubSurfaceHeaderSetWrap(inout FSubstrateSubsurfaceHeader SSSHeader, float PhaseAnisotropy)
{
const float Opacity = SubstrateSubSurfaceGetWrapOpacityFromAnisotropy(PhaseAnisotropy);
SubstrateSubSurfaceHeaderSetWrapOpacity(SSSHeader, Opacity);
}
bool SubstrateSubSurfaceHeaderGetIsValid(in FSubstrateSubsurfaceHeader SSSHeader)
{
return SSSHEADER_TYPE(SSSHeader) != SSS_TYPE_NONE;
}
bool SubstrateSubSurfaceHeaderHasExtras(in FSubstrateSubsurfaceHeader SSSHeader)
{
const uint SSSType = SSSHEADER_TYPE(SSSHeader);
return SSSType == SSS_TYPE_DIFFUSION || SSSType == SSS_TYPE_DIFFUSION_PROFILE;
}
bool SubstrateSubSurfaceHeaderGetUseDiffusion(in FSubstrateSubsurfaceHeader SSSHeader)
{
const uint SSSType = SSSHEADER_TYPE(SSSHeader);
return SSSType == SSS_TYPE_DIFFUSION || SSSType == SSS_TYPE_DIFFUSION_PROFILE;
}
bool SubstrateSubSurfaceHeaderGetIsProfile(in FSubstrateSubsurfaceHeader SSSHeader)
{
return SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_DIFFUSION_PROFILE;
}
bool SubstrateSubSurfaceHeaderGetIsWrap(in FSubstrateSubsurfaceHeader SSSHeader)
{
return SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_WRAP || SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_TWO_SIDED_WRAP;
}
uint SubstrateSubSurfaceHeaderGetSSSType(in FSubstrateSubsurfaceHeader SSSHeader)
{
return SSSHEADER_TYPE(SSSHeader);
}
uint SubstrateSubSurfaceHeaderGetProfileId(in FSubstrateSubsurfaceHeader SSSHeader)
{
const uint SSSType = SSSHEADER_TYPE(SSSHeader);
const uint ProfileId = (SSSType == SSS_TYPE_DIFFUSION_PROFILE) ? ((SSSHeader.Bytes >> 24) & 0xFF) : (SSSType == SSS_TYPE_DIFFUSION ? SSS_PROFILE_ID_PERPIXEL : SSS_PROFILE_ID_INVALID);
return ProfileId;
}
float SubstrateSubSurfaceHeaderGetProfileRadiusScale(in FSubstrateSubsurfaceHeader SSSHeader)
{
const bool bIsValidAndProfile = SSSHEADER_TYPE(SSSHeader) == SSS_TYPE_DIFFUSION_PROFILE;
return bIsValidAndProfile ? UnpackR8(SSSHeader.Bytes >> 16) : 1.f;
}
float3 SubstrateSubSurfaceHeaderGetMFP(in FSubstrateSubsurfaceHeader SSSHeader) // Only when !IsProfile
{
// xxxxxxxxxx
// xxxxxxxxxx
// xxxxxxxxx
// xxx
// 10bits 10bits 9bits 3bits
// MFP.R MFP.G MFP.B SSSType
return float3(
Unpack10F(SSSHeader.Bytes >> 22), // 10bits
Unpack10F(SSSHeader.Bytes >> 12), // 10bits
Unpack10F((SSSHeader.Bytes >> 2) & 0x3FE)); // 9bits
}
float SubstrateSubSurfaceHeaderGetWrapOpacity(in FSubstrateSubsurfaceHeader SSSHeader)
{
const uint SSSType = SSSHEADER_TYPE(SSSHeader);
return (SSSType == SSS_TYPE_WRAP || SSSType == SSS_TYPE_TWO_SIDED_WRAP) ? UnpackR8(SSSHeader.Bytes >> 8) : 1.0f;
}
float SubstrateSubSurfaceHeaderGetOpacity(in FSubstrateSubsurfaceHeader SSSHeader)
{
const uint SSSType = SSSHEADER_TYPE(SSSHeader);
// Shadow 'Opacity' is based on legacy shading code
// * SSS Wrap -> SubstrateSubSurfaceHeaderGetWrapOpacity()
// * SSS Diffusion -> 1
// * SSS Diffusion Profile -> SubstrateSubSurfaceHeaderGetProfileRadiusScale()
float Opacity = 1.0f;
Opacity = SSSType == SSS_TYPE_DIFFUSION_PROFILE ? SubstrateSubSurfaceHeaderGetProfileRadiusScale(SSSHeader) : Opacity;
Opacity = (SSSType == SSS_TYPE_WRAP || SSSType == SSS_TYPE_TWO_SIDED_WRAP) ? SubstrateSubSurfaceHeaderGetWrapOpacity(SSSHeader) : Opacity;
return Opacity;
}
// Stored in second slice as UINT
// This is cold data, rarely accessed
struct FSubstrateSubsurfaceExtras
{
// float3 BaseColor; // alpha unused
uint Bytes;
};
void SubstrateSubsurfaceExtrasSetBaseColor(inout FSubstrateSubsurfaceExtras SSSExtras, float3 BaseColor)
{
SSSExtras.Bytes = PackColorLinearToGamma2AlphaLinear(float4(BaseColor, 0.0f));
}
float3 SubstrateSubsurfaceExtrasGetBaseColor(in FSubstrateSubsurfaceExtras SSSExtras)
{
return UnpackColorGamma2ToLinearAlphaLinear(SSSExtras.Bytes).rgb;
}
struct FSubstrateSubsurfaceData
{
FSubstrateSubsurfaceHeader Header;
FSubstrateSubsurfaceExtras Extras;
};
FSubstrateSubsurfaceHeader SubstrateLoadSubsurfaceHeader(Texture2DArray<uint> SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos)
{
FSubstrateSubsurfaceHeader Header;
Header.Bytes = SubstrateBuffer.Load(uint4(PixelPos, FirstSliceStoringSubstrateSSSData + 0, 0));
return Header;
}
FSubstrateSubsurfaceExtras SubstrateLoadSubsurfaceExtras(Texture2DArray<uint> SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos)
{
FSubstrateSubsurfaceExtras Extras;
Extras.Bytes = SubstrateBuffer.Load(uint4(PixelPos, FirstSliceStoringSubstrateSSSData + 1, 0));
return Extras;
}
FSubstrateSubsurfaceData SubstrateLoadSubsurfaceData(Texture2DArray<uint> SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos)
{
FSubstrateSubsurfaceData SSSData;
SSSData.Header = SubstrateLoadSubsurfaceHeader(SubstrateBuffer, FirstSliceStoringSubstrateSSSData, PixelPos);
SSSData.Extras = SubstrateLoadSubsurfaceExtras(SubstrateBuffer, FirstSliceStoringSubstrateSSSData, PixelPos);
return SSSData;
}
void SubstrateStoreSubsurfaceHeader(RWTexture2DArray<uint> SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos, uint HeaderBytes, uint QuadPixelWriteMask=1)
{
WriteDataToBuffer(SubstrateBuffer, HeaderBytes, uint3(PixelPos, FirstSliceStoringSubstrateSSSData + 0), QuadPixelWriteMask);
}
void SubstrateStoreSubsurfaceExtras(RWTexture2DArray<uint> SubstrateBuffer, uint FirstSliceStoringSubstrateSSSData, uint2 PixelPos, uint ExtraBytes, uint QuadPixelWriteMask=1)
{
WriteDataToBuffer(SubstrateBuffer, ExtraBytes, uint3(PixelPos, FirstSliceStoringSubstrateSSSData + 1), QuadPixelWriteMask);
}
uint SubstrateSubsurfaceProfileIdTo8bits(float In)
{
// Similar encoding than ExtractSubsurfaceProfileInt. Valid profile ID start at 1.
return uint(In * 255.0f + 0.5f);
}
///////////////////////////////////////////////////////////////////////////////
// Shadow and transmission
// A structure that can be used to transfert Legacy/substrate data for light transmission.
struct FSubsurfaceOpacityMFP
{
bool bDataIsOpacity; // If false, Data is a mean free path
float Data; // MFP or Opacity
float Density; // Must be stored separately from Opacity, because Opacity is used for some tests
};
FSubsurfaceOpacityMFP GetInitialisedSubsurfaceOpacityMFP()
{
FSubsurfaceOpacityMFP SubsurfaceOpacityMFP;
SubsurfaceOpacityMFP.bDataIsOpacity = true;
SubsurfaceOpacityMFP.Data = 1.0;
SubsurfaceOpacityMFP.Density = 0.0f;
return SubsurfaceOpacityMFP;
}
float SubstrateShadowMFPToExtinction(float MFP)
{
const float Extinction = 1.0f / max(0.00001f, MFP);
return Extinction;
}
float SubstrateShadowColoredMFPToGreyScaleMFP(float3 MFP)
{
return dot(MFP, (1.0f / 3.0f).xxx);
}
// Legacy conversion function, which translated Substrate sub-surface data into 'opacity' for shadow transmission purpose.
FSubsurfaceOpacityMFP SubstrateGetSubsurfaceOpacityMFP(FSubstrateSubsurfaceHeader SSSHeader, bool bAllowDiffuse = true, bool bAllowDiffuseProfile = true)
{
FSubsurfaceOpacityMFP SubsurfaceOpacityMFP = GetInitialisedSubsurfaceOpacityMFP();
const uint SSSType = SubstrateSubSurfaceHeaderGetSSSType(SSSHeader);
if (bAllowDiffuse && SSSType == SSS_TYPE_DIFFUSION)
{
SubsurfaceOpacityMFP.bDataIsOpacity = false;
const float3 ColoredMFP = SubstrateSubSurfaceHeaderGetMFP(SSSHeader);
SubsurfaceOpacityMFP.Data = SubstrateShadowColoredMFPToGreyScaleMFP(ColoredMFP);
SubsurfaceOpacityMFP.Density = 0.0f;
}
else if (bAllowDiffuseProfile && SSSType == SSS_TYPE_DIFFUSION_PROFILE)
{
SubsurfaceOpacityMFP.bDataIsOpacity = true;
const float ProfileRadiusScale = SubstrateSubSurfaceHeaderGetProfileRadiusScale(SSSHeader);
// This clamp aligns with SubsurfaceDensityFromOpacity
// Various engine paths treat these subsurface materials differently
// even when they have Opacity = 1 in the material shader, so this is
// important to avoid things like backface transmission being shadowed by
// contact shadows and so on.
const float Opacity = min(ProfileRadiusScale, 0.99f);
SubsurfaceOpacityMFP.Data = Opacity;
FTransmissionProfileParams TransmissionParams = GetTransmissionProfileParams(SubstrateSubSurfaceHeaderGetProfileId(SSSHeader));
SubsurfaceOpacityMFP.Density = SubsurfaceDensityFromOpacity(SubsurfaceOpacityMFP.Data) * TransmissionParams.ExtinctionScale * 3.1f; // This matches the weird computations done in CalcTransmissionThickness
}
else if (SSSType == SSS_TYPE_WRAP || SSSType == SSS_TYPE_TWO_SIDED_WRAP)
{
SubsurfaceOpacityMFP.bDataIsOpacity = true;
// This clamp aligns with SubsurfaceDensityFromOpacity
// Various engine paths treat these subsurface materials differently
// even when they have Opacity = 1 in the material shader, so this is
// important to avoid things like backface transmission being shadowed by
// contact shadows and so on.
const float Opacity = min(SubstrateSubSurfaceHeaderGetWrapOpacity(SSSHeader), 0.99f);
SubsurfaceOpacityMFP.Data = Opacity;
SubsurfaceOpacityMFP.Density = SubsurfaceDensityFromOpacity(SubsurfaceOpacityMFP.Data);
}
return SubsurfaceOpacityMFP;
}