// Copyright (c) 2023 Nico de Poel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using System.Collections; using UnityEngine; namespace FidelityFX { /// /// Small helper script to be used in conjunction with the Fsr2ImageEffect script. /// The FSR2 image effect needs to be the last effect in the post-processing chain but for render scaling to work properly, it also needs to be the first to execute OnPreCull. /// Unfortunately altering the script execution order does not affect the order in which OnPreCull is executed. Only the order of scripts on the same game object matters. /// /// When combining FSR2 upscaling with other post-processing effects (most notably Unity's Post-Processing Stack V2), /// this script should be added to the same camera and moved up above any other scripts that have an OnPreCull method. /// [RequireComponent(typeof(Camera), typeof(Fsr2ImageEffect))] public class Fsr2ImageEffectHelper : MonoBehaviour { private Camera _renderCamera; private Fsr2ImageEffect _imageEffect; private void OnEnable() { _renderCamera = GetComponent(); _imageEffect = GetComponent(); } private void OnPreCull() { if (_imageEffect == null || !_imageEffect.enabled) return; var originalRect = _renderCamera.rect; float upscaleRatio = Fsr2.GetUpscaleRatioFromQualityMode(_imageEffect.qualityMode); // Render to a smaller portion of the screen by manipulating the camera's viewport rect _renderCamera.aspect = (_renderCamera.pixelWidth * originalRect.width) / (_renderCamera.pixelHeight * originalRect.height); _renderCamera.rect = new Rect(0, 0, originalRect.width / upscaleRatio, originalRect.height / upscaleRatio); } } }