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b/com.unity.render-pipelines.high-definition/CHANGELOG.md index dbee62c568f..69d1b936354 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -145,6 +145,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added a Cloud Layer volume override. - Added Fast Memory support for platform that support it. - Added CPU and GPU timings for ray tracing effects. +- Added support to combine RTSSS and RTGI (1248733). ### Fixed - Fix when rescale probe all direction below zero (1219246) @@ -656,6 +657,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed transparent motion vector framesetting not sanitized. - Fixed wrong order of post process frame settings. - Fixed white flash when enabling SSR or SSGI. +- The ray traced indrect diffuse and RTGI were combined wrongly with the rest of the lighting (1254318). +- Fixed an exception happening when using RTSSS without using RTShadows. ### Changed - Improve MIP selection for decals on Transparents @@ -797,6 +800,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Lit and LayeredLit tessellation cross lod fade don't used dithering anymore between LOD but fade the tessellation height instead. Allow a smoother transition - Changed the way planar reflections are filtered in order to be a bit more "physically based". - Increased path tracing BSDFs roughness range from [0.001, 0.999] to [0.00001, 0.99999]. +- Changing the default SSGI radius for the all configurations. +- Changed the default parameters for quality RTGI to match expected behavior. ## [7.1.1] - 2019-09-05 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs index 65038f66305..499cfe3f48e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs @@ -198,7 +198,7 @@ public int upscaleRadius /// Number of samples for evaluating the effect. /// [Tooltip("Number of samples for GI.")] - public ClampedIntParameter sampleCount = new ClampedIntParameter(1, 1, 32); + public ClampedIntParameter sampleCount = new ClampedIntParameter(2, 1, 32); /// /// Number of bounces for evaluating the effect. @@ -285,7 +285,7 @@ public float secondDenoiserRadius // RTGI [SerializeField, FormerlySerializedAs("rayLength")] [Tooltip("Controls the length of GI rays.")] - public ClampedFloatParameter m_RayLength = new ClampedFloatParameter(0.5f, 0f, 50f); + public ClampedFloatParameter m_RayLength = new ClampedFloatParameter(50.0f, 0f, 50f); [SerializeField, FormerlySerializedAs("clampValue")] [Tooltip("Controls the clamp of intensity.")] @@ -301,7 +301,7 @@ public float secondDenoiserRadius [SerializeField, FormerlySerializedAs("denoise")] [Tooltip("Denoise the ray-traced GI.")] - public BoolParameter m_Denoise = new BoolParameter(false); + public BoolParameter m_Denoise = new BoolParameter(true); [SerializeField, FormerlySerializedAs("halfResolutionDenoiser")] [Tooltip("Use a half resolution denoiser.")] @@ -313,7 +313,7 @@ public float secondDenoiserRadius [SerializeField, FormerlySerializedAs("secondDenoiserPass")] [Tooltip("Enable second denoising pass.")] - public BoolParameter m_SecondDenoiserPass = new BoolParameter(false); + public BoolParameter m_SecondDenoiserPass = new BoolParameter(true); [SerializeField, FormerlySerializedAs("secondDenoiserRadius")] [Tooltip("Controls the radius of the GI denoiser (Second Pass).")] diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl index 7a90477f77a..31b74ce2070 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl @@ -534,9 +534,16 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS #endif #if !defined(_SURFACE_TYPE_TRANSPARENT) - // Only use the texture ssgi if the use indirect diffuse flag matches - if (_UseIndirectDiffuse == SCREEN_SPACE_INDIRECT_DIFFUSE_FLAG) - builtinData.bakeDiffuseLighting += LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).xyz * GetInverseCurrentExposureMultiplier(); + // If we use the texture ssgi for ssgi or rtgi, we want to combine it with the value in the bake diffuse lighting value + if (_UseIndirectDiffuse != INDIRECT_DIFFUSE_FLAG_OFF) + { + BuiltinData builtInDataSSGI; + ZERO_INITIALIZE(BuiltinData, builtInDataSSGI); + builtInDataSSGI.bakeDiffuseLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).xyz * GetInverseCurrentExposureMultiplier(); + builtInDataSSGI.bakeDiffuseLighting *= _IndirectLightingMultiplier.x; + ModifyBakedDiffuseLighting(V, posInput, preLightData, bsdfData, builtInDataSSGI); + builtinData.bakeDiffuseLighting += builtInDataSSGI.bakeDiffuseLighting; + } #endif ApplyDebugToLighting(context, builtinData, aggregateLighting); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl index 7e380e98bac..92c820ce294 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl @@ -51,15 +51,9 @@ void InitBuiltinData(PositionInputs posInput, float alpha, float3 normalWS, floa #if RAYTRACING_ENABLED && ((SHADERPASS == SHADERPASS_GBUFFER) || (SHADERPASS == SHADERPASS_FORWARD)) && !defined(_SURFACE_TYPE_TRANSPARENT) if (_UseIndirectDiffuse == RAY_TRACED_INDIRECT_DIFFUSE_FLAG) { - #if SHADERPASS == SHADERPASS_GBUFFER - // Incase we shall be using raytraced indirect diffuse, we want to make sure to not add the GBuffer because that will be happening later in the pipeline + // Incase we shall be using raytraced indirect diffuse, we want to make sure to not add the other forms of indirect lighting to avoid + // double contribution. builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0); - #endif - - #if SHADERPASS == SHADERPASS_FORWARD - builtinData.bakeDiffuseLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).xyz; - builtinData.bakeDiffuseLighting *= GetInverseCurrentExposureMultiplier(); - #endif } #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs index 5867b05d8f5..05a93901fbd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs @@ -295,6 +295,7 @@ void RenderSubsurfaceScattering(HDCamera hdCamera, CommandBuffer cmd, RTHandle c // Fetch the volume overrides that we shall be using RayTracingShader subSurfaceShader = m_Asset.renderPipelineRayTracingResources.subSurfaceRayTracing; ComputeShader deferredRayTracing = m_Asset.renderPipelineRayTracingResources.deferredRaytracingCS; + ComputeShader rayTracingSubSurfaceCS = m_Asset.renderPipelineRayTracingResources.subSurfaceRayTracingCS; // Fetch all the intermediate buffers that we need RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0); @@ -305,8 +306,9 @@ void RenderSubsurfaceScattering(HDCamera hdCamera, CommandBuffer cmd, RTHandle c RTHandle directionBuffer = GetRayTracingBuffer(InternalRayTracingBuffers.Direction); // Clear the integration texture first - cmd.SetComputeTextureParam(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, HDShaderIDs._RaytracedShadowIntegration, intermediateBuffer4); - cmd.DispatchCompute(m_ScreenSpaceShadowsCS, m_ClearShadowTexture, numTilesXHR, numTilesYHR, hdCamera.viewCount); + int clearTexture = rayTracingSubSurfaceCS.FindKernel("ClearTexture"); + cmd.SetComputeTextureParam(rayTracingSubSurfaceCS, clearTexture, HDShaderIDs._DiffuseLightingTextureRW, intermediateBuffer4); + cmd.DispatchCompute(rayTracingSubSurfaceCS, clearTexture, numTilesXHR, numTilesYHR, hdCamera.viewCount); // Grab the acceleration structure for the target camera RayTracingAccelerationStructure accelerationStructure = RequestAccelerationStructure(); @@ -387,11 +389,14 @@ void RenderSubsurfaceScattering(HDCamera hdCamera, CommandBuffer cmd, RTHandle c temporalFilter.DenoiseBuffer(cmd, hdCamera, intermediateBuffer4, subsurfaceHistory, intermediateBuffer0, singleChannel: false, historyValidity: historyValidity); // Now based on the mask, we need to blend the subsurface and the diffuse lighting - ComputeShader rayTracingSubSurfaceCS = m_Asset.renderPipelineRayTracingResources.subSurfaceRayTracingCS; - int m_CombineSubSurfaceKernel = rayTracingSubSurfaceCS.FindKernel("BlendSubSurfaceData"); + + bool validSSGI = ValidIndirectDiffuseState(hdCamera); + int m_CombineSubSurfaceKernel = rayTracingSubSurfaceCS.FindKernel(validSSGI ? "BlendSubSurfaceDataWithGI" : "BlendSubSurfaceData"); cmd.SetComputeTextureParam(rayTracingSubSurfaceCS, m_CombineSubSurfaceKernel, HDShaderIDs._SubSurfaceLightingBuffer, intermediateBuffer0); cmd.SetComputeTextureParam(rayTracingSubSurfaceCS, m_CombineSubSurfaceKernel, HDShaderIDs._DiffuseLightingTextureRW, diffuseBufferRT); cmd.SetComputeTextureParam(rayTracingSubSurfaceCS, m_CombineSubSurfaceKernel, HDShaderIDs._SSSBufferTexture, m_SSSColor); + if (validSSGI) + cmd.SetComputeTextureParam(rayTracingSubSurfaceCS, m_CombineSubSurfaceKernel, HDShaderIDs._IndirectDiffuseLightingBuffer, m_IndirectDiffuseBuffer0); cmd.DispatchCompute(rayTracingSubSurfaceCS, m_CombineSubSurfaceKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount); // Push this version of the texture for debug diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs index 31ad235af21..76d529d58d2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs @@ -52,9 +52,9 @@ internal GlobalLightingQualitySettings() SSGIResolution[(int)ScalableSettingLevelParameter.Level.Medium] = true; SSGIResolution[(int)ScalableSettingLevelParameter.Level.High] = true; - SSGIRadius[(int)ScalableSettingLevelParameter.Level.Low] = 0.5f; - SSGIRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 3.0f; - SSGIRadius[(int)ScalableSettingLevelParameter.Level.High] = 5.0f; + SSGIRadius[(int)ScalableSettingLevelParameter.Level.Low] = 1.5f; + SSGIRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 5.0f; + SSGIRadius[(int)ScalableSettingLevelParameter.Level.High] = 20.0f; SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.Low] = false; SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.Medium] = true; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs index a7a11ebbf88..9f9f7cc1eef 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -615,7 +615,8 @@ static class HDShaderIDs public static readonly int _PositionTextureRW = Shader.PropertyToID("_PositionTextureRW"); public static readonly int _DiffuseLightingTextureRW = Shader.PropertyToID("_DiffuseLightingTextureRW"); public static readonly int _SubSurfaceLightingBuffer = Shader.PropertyToID("_SubSurfaceLightingBuffer"); - + public static readonly int _IndirectDiffuseLightingBuffer = Shader.PropertyToID("_IndirectDiffuseLightingBuffer"); + // Accumulation public static readonly int _AccumulationFrameIndex = Shader.PropertyToID("_AccumulationFrameIndex"); public static readonly int _AccumulationNumSamples = Shader.PropertyToID("_AccumulationNumSamples"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs index e550ec2577f..e040d432e49 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs @@ -64,39 +64,16 @@ void RenderRayTracedIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, Script RenderIndirectDiffusePerformance(hdCamera, cmd, renderContext, frameCount); } - PropagateIndirectDiffuseData(hdCamera, cmd, renderContext, frameCount); + // Bind the indirect diffuse texture (for the lighting pass) + BindIndirectDiffuseTexture(cmd); + + // Bind for debugging + (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, m_IndirectDiffuseBuffer0, FullScreenDebugMode.ScreenSpaceGlobalIllumination); } void PropagateIndirectDiffuseData(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount) { - // Bind the indirect diffuse texture (for forward materials) - BindIndirectDiffuseTexture(cmd); - - // If we are in deferred mode, we need to make sure to add the indirect diffuse (that we intentionally ignored during the GBuffer pass) - // Note that this discards the texture/object ambient occlusion. But we consider that okay given that the ray traced indirect diffuse - // is a physically correct evaluation of that quantity - ComputeShader indirectDiffuseCS = m_Asset.renderPipelineRayTracingResources.indirectDiffuseRaytracingCS; - if (hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred) - { - int indirectDiffuseKernel = indirectDiffuseCS.FindKernel("IndirectDiffuseAccumulation"); - - // Bind the source texture - cmd.SetComputeTextureParam(indirectDiffuseCS, indirectDiffuseKernel, HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseBuffer0); - - // Bind the output texture - cmd.SetComputeTextureParam(indirectDiffuseCS, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0)); - cmd.SetComputeTextureParam(indirectDiffuseCS, indirectDiffuseKernel, HDShaderIDs._GBufferTextureRW[3], m_GbufferManager.GetBuffer(3)); - - // Evaluate the dispatch parameters - int areaTileSize = 8; - int numTilesX = (hdCamera.actualWidth + (areaTileSize - 1)) / areaTileSize; - int numTilesY = (hdCamera.actualHeight + (areaTileSize - 1)) / areaTileSize; - - // Add the indirect diffuse to the GBuffer - cmd.DispatchCompute(indirectDiffuseCS, indirectDiffuseKernel, numTilesX, numTilesY, hdCamera.viewCount); - } - - (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, m_IndirectDiffuseBuffer0, FullScreenDebugMode.ScreenSpaceGlobalIllumination); + } DeferredLightingRTParameters PrepareIndirectDiffuseDeferredLightingRTParameters(HDCamera hdCamera) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute index ad2d408fd25..17f82f8cf1e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute @@ -1,6 +1,5 @@ #pragma kernel RaytracingIndirectDiffuseHalfRes #pragma kernel RaytracingIndirectDiffuseFullRes -#pragma kernel IndirectDiffuseAccumulation #pragma kernel IndirectDiffuseIntegrationUpscaleHalfRes INDIRECT_DIFFUSE_INTEGRATION_UPSCALE=IndirectDiffuseIntegrationUpscaleHalfRes HALF_RESOLUTION #pragma kernel IndirectDiffuseIntegrationUpscaleFullRes INDIRECT_DIFFUSE_INTEGRATION_UPSCALE=IndirectDiffuseIntegrationUpscaleFullRes @@ -239,22 +238,4 @@ void INDIRECT_DIFFUSE_INTEGRATION_UPSCALE(uint3 dispatchThreadId : SV_DispatchTh _UpscaledIndirectDiffuseTextureRW[COORD_TEXTURE2D_X(targetCoord)] = float4(resultSum.xyz / resultSum.w, 1.0); } #endif -} - -// Gbuffer textures to accumulate the indirect diffuse -TEXTURE2D_X(_GBufferTexture0); -RW_TEXTURE2D_X(float4, _GBufferTexture3); - -[numthreads(RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, 1)] -void IndirectDiffuseAccumulation(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) -{ - UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); - -#if RAYTRACING_ENABLED - // Fetch the current pixel coordinate - uint2 currentPixelCoordinate = groupId * RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE + groupThreadId; - - // Add the indirect diffuse to the buffer (while pre-multiplying by the base color) - _GBufferTexture3[COORD_TEXTURE2D_X(currentPixelCoordinate)] += LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, currentPixelCoordinate) * LOAD_TEXTURE2D_X(_GBufferTexture0, currentPixelCoordinate) * _IndirectLightingMultiplier.x; -#endif -} +} \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingSubSurface.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingSubSurface.compute index a1cfcee958b..bd05dac8f37 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingSubSurface.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingSubSurface.compute @@ -1,4 +1,6 @@ +#pragma kernel ClearTexture #pragma kernel BlendSubSurfaceData +#pragma kernel BlendSubSurfaceDataWithGI #pragma only_renderers d3d11 @@ -24,6 +26,16 @@ RW_TEXTURE2D_X(float4, _DiffuseLightingTextureRW); #define RAYTRACING_SUB_SURFACE_TILE_SIZE 8 +[numthreads(RAYTRACING_SUB_SURFACE_TILE_SIZE, RAYTRACING_SUB_SURFACE_TILE_SIZE, 1)] +void ClearTexture(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + // Compute the pixel position to process + uint2 currentCoord = groupId * RAYTRACING_SUB_SURFACE_TILE_SIZE + groupThreadId; + _DiffuseLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)] = 0.0; +} + [numthreads(RAYTRACING_SUB_SURFACE_TILE_SIZE, RAYTRACING_SUB_SURFACE_TILE_SIZE, 1)] void BlendSubSurfaceData(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) { @@ -46,3 +58,30 @@ void BlendSubSurfaceData(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gro , _SubSurfaceLightingBuffer[COORD_TEXTURE2D_X(currentCoord)].xyz , sssData.subsurfaceMask), 1.0); } + +// The buffer of indirect diffuse lighting that shall be used +TEXTURE2D_X(_IndirectDiffuseLightingBuffer); + +[numthreads(RAYTRACING_SUB_SURFACE_TILE_SIZE, RAYTRACING_SUB_SURFACE_TILE_SIZE, 1)] +void BlendSubSurfaceDataWithGI(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + // Compute the pixel position to process + uint2 currentCoord = groupId * RAYTRACING_SUB_SURFACE_TILE_SIZE + groupThreadId; + + // Read the SSS Data + SSSData sssData; + DECODE_FROM_SSSBUFFER(currentCoord, sssData); + + // Compute the albedo color to use based on the scattering mode + int profileIndex = sssData.diffusionProfileIndex; + uint texturingMode = GetSubsurfaceScatteringTexturingMode(profileIndex); + float3 albedo = ApplySubsurfaceScatteringTexturingMode(texturingMode, sssData.diffuseColor); + float3 indirectDiffuse = _IndirectDiffuseLightingBuffer[COORD_TEXTURE2D_X(currentCoord)].xyz * sssData.diffuseColor * GetInverseCurrentExposureMultiplier(); + + // Blend and we are done + _DiffuseLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(lerp(_DiffuseLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)].xyz * albedo * GetInverseCurrentExposureMultiplier() + , _SubSurfaceLightingBuffer[COORD_TEXTURE2D_X(currentCoord)].xyz + indirectDiffuse + , sssData.subsurfaceMask), 1.0); +} \ No newline at end of file