// Combines specular lighting and diffuse lighting with subsurface scattering.
        public void SubsurfaceScatteringPass(HDCamera hdCamera, CommandBuffer cmd, DiffusionProfileSettings sssParameters, FrameSettings frameSettings,
                                             RenderTargetIdentifier colorBufferRT, RenderTargetIdentifier diffuseBufferRT, RenderTargetIdentifier depthStencilBufferRT, RenderTargetIdentifier depthTextureRT)
        {
            if (sssParameters == null || !frameSettings.enableSubsurfaceScattering)
            {
                return;
            }

            using (new ProfilingSample(cmd, "Subsurface Scattering", CustomSamplerId.SubsurfaceScattering.GetSampler()))
            {
                // For Jimenez we always need an extra buffer, for Disney it depends on platform
                if (ShaderConfig.k_UseDisneySSS == 0 || NeedTemporarySubsurfaceBuffer())
                {
                    // Caution: must be same format as m_CameraSssDiffuseLightingBuffer
                    cmd.ReleaseTemporaryRT(m_CameraFilteringBuffer);
                    CoreUtils.CreateCmdTemporaryRT(cmd, m_CameraFilteringBuffer, hdCamera.renderTextureDesc, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV

                    // Clear the SSS filtering target
                    using (new ProfilingSample(cmd, "Clear SSS filtering target", CustomSamplerId.ClearSSSFilteringTarget.GetSampler()))
                    {
                        CoreUtils.SetRenderTarget(cmd, m_CameraFilteringBufferRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
                    }
                }

                if (ShaderConfig.s_UseDisneySSS == 1) // use static here to quiet the compiler warning
                {
                    using (new ProfilingSample(cmd, "HTile for SSS", CustomSamplerId.HTileForSSS.GetSampler()))
                    {
                        // Currently, Unity does not offer a way to access the GCN HTile even on PS4 and Xbox One.
                        // Therefore, it's computed in a pixel shader, and optimized to only contain the SSS bit.
                        CoreUtils.SetRenderTarget(cmd, m_HTileRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);

                        cmd.SetRandomWriteTarget(1, m_HTile);
                        // Generate HTile for the split lighting stencil usage. Don't write into stencil texture (shaderPassId = 2)
                        // Use ShaderPassID 1 => "Pass 2 - Export HTILE for stencilRef to output"
                        CoreUtils.SetRenderTarget(cmd, depthStencilBufferRT); // No need for color buffer here
                        CoreUtils.DrawFullScreen(cmd, m_CopyStencilForSplitLighting, null, 2);
                        cmd.ClearRandomWriteTargets();
                    }

                    // TODO: Remove this once fix, see comment inside the function
                    hdCamera.SetupComputeShader(m_SubsurfaceScatteringCS, cmd);

                    unsafe
                    {
                        // Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system.
                        // Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader.
                        uint texturingModeFlags = sssParameters.texturingModeFlags;
                        cmd.SetComputeFloatParam(m_SubsurfaceScatteringCS, HDShaderIDs._TexturingModeFlags, *(float *)&texturingModeFlags);
                    }

                    cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._WorldScales, sssParameters.worldScales);
                    cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._FilterKernels, sssParameters.filterKernels);
                    cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._ShapeParams, sssParameters.shapeParams);

                    cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._DepthTexture, depthTextureRT);
                    cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._SSSHTile, m_HTileRT);
                    cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._IrradianceSource, diffuseBufferRT);

                    for (int i = 0; i < sssBufferCount; ++i)
                    {
                        cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._SSSBufferTexture[i], GetSSSBuffers(i));
                    }

                    if (NeedTemporarySubsurfaceBuffer())
                    {
                        cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraFilteringBuffer, m_CameraFilteringBufferRT);

                        // Perform the SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
                        // We dispatch 4x swizzled 16x16 groups per a 32x32 macro tile.
                        cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, 4, ((int)hdCamera.screenSize.x + 31) / 32, ((int)hdCamera.screenSize.y + 31) / 32);

                        cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT);  // Cannot set a RT on a material

                        // Additively blend diffuse and specular lighting into 'm_CameraColorBufferRT'.
                        CoreUtils.DrawFullScreen(cmd, m_CombineLightingPass, colorBufferRT, depthStencilBufferRT);
                    }
                    else
                    {
                        cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraColorTexture, colorBufferRT);

                        // Perform the SSS filtering pass which performs an in-place update of 'colorBuffer'.
                        // We dispatch 4x swizzled 16x16 groups per a 32x32 macro tile.
                        cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, 4, ((int)hdCamera.screenSize.x + 31) / 32, ((int)hdCamera.screenSize.y + 31) / 32);
                    }
                }
                else
                {
                    for (int i = 0; i < sssBufferCount; ++i)
                    {
                        cmd.SetGlobalTexture(HDShaderIDs._SSSBufferTexture[i], GetSSSBuffers(i));
                    }

                    cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, diffuseBufferRT);  // Cannot set a RT on a material
                    m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
                    m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
                    // Perform the vertical SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
                    CoreUtils.DrawFullScreen(cmd, m_SssVerticalFilterPass, m_CameraFilteringBufferRT, depthStencilBufferRT);

                    cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT);  // Cannot set a RT on a material
                    m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
                    m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
                    // Perform the horizontal SSS filtering pass, and combine diffuse and specular lighting into 'm_CameraColorBufferRT'.
                    CoreUtils.DrawFullScreen(cmd, m_SssHorizontalFilterAndCombinePass, colorBufferRT, depthStencilBufferRT);
                }
            }
        }