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144 lines
6.1 KiB
144 lines
6.1 KiB
// Copyright (c) 2024 Nico de Poel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using UnityEngine;
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namespace FidelityFX.FrameGen
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{
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/// <summary>
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/// Scriptable object containing all shader resources required by FidelityFX Optical Flow.
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/// These can be stored in an asset file and referenced from a scene or prefab, avoiding the need to load the shaders from a Resources folder.
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/// </summary>
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[CreateAssetMenu(fileName = "Optical Flow Assets", menuName = "FidelityFX/Optical Flow Assets", order = 1111)]
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public class OpticalFlowAssets : ScriptableObject
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{
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public OpticalFlowShaders shaders;
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#if UNITY_EDITOR
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private void Reset()
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{
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shaders = new OpticalFlowShaders
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{
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generateOpticalFlowInputPyramid = FindComputeShader("ffx_opticalflow_compute_luminance_pyramid_pass"),
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prepareLuma = FindComputeShader("ffx_opticalflow_prepare_luma_pass"),
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generateScdHistogram = FindComputeShader("ffx_opticalflow_generate_scd_histogram_pass"),
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computeScdDivergence = FindComputeShader("ffx_opticalflow_compute_scd_divergence_pass"),
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computeOpticalFlow = FindComputeShader("ffx_opticalflow_compute_optical_flow_advanced_pass_v5"),
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filterOpticalFlow = FindComputeShader("ffx_opticalflow_filter_optical_flow_pass_v5"),
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scaleOpticalFlow = FindComputeShader("ffx_opticalflow_scale_optical_flow_advanced_pass_v5"),
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};
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}
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private static ComputeShader FindComputeShader(string name)
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{
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string[] assetGuids = UnityEditor.AssetDatabase.FindAssets($"t:ComputeShader {name}");
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if (assetGuids == null || assetGuids.Length == 0)
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return null;
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string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assetGuids[0]);
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return UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(assetPath);
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}
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#endif
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}
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/// <summary>
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/// All the compute shaders used by Optical Flow.
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/// </summary>
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[System.Serializable]
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public class OpticalFlowShaders
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{
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/// <summary>
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/// The compute shader used by the generate optical flow input pass.
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/// </summary>
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public ComputeShader generateOpticalFlowInputPyramid;
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/// <summary>
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/// The compute shader used by the prepare luma pass.
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/// </summary>
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public ComputeShader prepareLuma;
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/// <summary>
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/// The compute shader used by the generate scene change detection histogram pass.
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/// </summary>
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public ComputeShader generateScdHistogram;
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/// <summary>
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/// The compute shader used by the compute scene change detection divergence pass.
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/// </summary>
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public ComputeShader computeScdDivergence;
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/// <summary>
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/// The compute shader used by the compute optical flow pass.
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/// </summary>
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public ComputeShader computeOpticalFlow;
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/// <summary>
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/// The compute shader used by the filter optical flow pass.
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/// </summary>
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public ComputeShader filterOpticalFlow;
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/// <summary>
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/// The compute shader used by the scale optical flow mask.
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/// </summary>
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public ComputeShader scaleOpticalFlow;
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/// <summary>
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/// Returns a copy of this class and its contents.
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/// </summary>
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public OpticalFlowShaders Clone()
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{
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return (OpticalFlowShaders)MemberwiseClone();
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}
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/// <summary>
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/// Returns a copy of this class with clones of all its shaders.
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/// This can be useful if you're running multiple Optical Flow instances with different shader configurations.
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/// Be sure to clean up these clones through Dispose once you're done with them.
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/// </summary>
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public OpticalFlowShaders DeepCopy()
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{
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return new OpticalFlowShaders
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{
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generateOpticalFlowInputPyramid = Object.Instantiate(generateOpticalFlowInputPyramid),
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prepareLuma = Object.Instantiate(prepareLuma),
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generateScdHistogram = Object.Instantiate(generateScdHistogram),
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computeScdDivergence = Object.Instantiate(computeScdDivergence),
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computeOpticalFlow = Object.Instantiate(computeOpticalFlow),
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filterOpticalFlow = Object.Instantiate(filterOpticalFlow),
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scaleOpticalFlow = Object.Instantiate(scaleOpticalFlow),
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};
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}
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/// <summary>
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/// Destroy all the shaders within this instance.
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/// Use this only on clones created through DeepCopy.
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/// </summary>
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public void Dispose()
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{
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Object.Destroy(scaleOpticalFlow);
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Object.Destroy(filterOpticalFlow);
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Object.Destroy(computeOpticalFlow);
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Object.Destroy(computeScdDivergence);
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Object.Destroy(generateScdHistogram);
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Object.Destroy(prepareLuma);
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Object.Destroy(generateOpticalFlowInputPyramid);
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}
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}
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}
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