// Copyright (c) 2024 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 UnityEngine; namespace FidelityFX { /// /// A collection of callbacks required by the FSR3 Upscaler process. /// This allows some customization by the game dev on how to integrate FSR3 upscaling into their own game setup. /// public interface IFsr3UpscalerCallbacks { /// /// Apply a mipmap bias to in-game textures to prevent them from becoming blurry as the internal rendering resolution lowers. /// This will need to be customized on a per-game basis, as there is no clear universal way to determine what are "in-game" textures. /// The default implementation will simply apply a mipmap bias to all 2D textures, which will include things like UI textures and which might miss things like terrain texture arrays. /// /// Depending on how your game organizes its assets, you will want to create a filter that more specifically selects the textures that need to have this mipmap bias applied. /// You may also want to store the bias offset value and apply it to any assets that are loaded in on demand. /// void ApplyMipmapBias(float biasOffset); void UndoMipmapBias(); } /// /// Default implementation of IFsr3UpscalerCallbacks. /// These are fine for testing but a proper game will want to extend and override these methods. /// public class Fsr3UpscalerCallbacksBase: IFsr3UpscalerCallbacks { protected float CurrentBiasOffset = 0; public virtual void ApplyMipmapBias(float biasOffset) { if (float.IsNaN(biasOffset) || float.IsInfinity(biasOffset)) return; CurrentBiasOffset += biasOffset; if (Mathf.Approximately(CurrentBiasOffset, 0f)) { CurrentBiasOffset = 0f; } foreach (var texture in Resources.FindObjectsOfTypeAll()) { if (texture.mipmapCount <= 1) continue; texture.mipMapBias += biasOffset; } } public virtual void UndoMipmapBias() { if (CurrentBiasOffset == 0f) return; ApplyMipmapBias(-CurrentBiasOffset); } } }