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152 lines
6.1 KiB
152 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
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{
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/// <summary>
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/// Scriptable object containing all shader resources required by FidelityFX Super Resolution 2 (FSR2).
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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 = "FSR2 Assets", menuName = "FidelityFX/FSR2 Assets", order = 1102)]
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public class Fsr2Assets : ScriptableObject
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{
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public Fsr2Shaders 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 Fsr2Shaders
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{
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computeLuminancePyramidPass = FindComputeShader("ffx_fsr2_compute_luminance_pyramid_pass"),
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reconstructPreviousDepthPass = FindComputeShader("ffx_fsr2_reconstruct_previous_depth_pass"),
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depthClipPass = FindComputeShader("ffx_fsr2_depth_clip_pass"),
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lockPass = FindComputeShader("ffx_fsr2_lock_pass"),
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accumulatePass = FindComputeShader("ffx_fsr2_accumulate_pass"),
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sharpenPass = FindComputeShader("ffx_fsr2_rcas_pass"),
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autoGenReactivePass = FindComputeShader("ffx_fsr2_autogen_reactive_pass"),
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tcrAutoGenPass = FindComputeShader("ffx_fsr2_tcr_autogen_pass"),
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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 FSR2.
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/// </summary>
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[System.Serializable]
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public class Fsr2Shaders
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{
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/// <summary>
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/// The compute shader used by the luminance pyramid computation pass.
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/// </summary>
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public ComputeShader computeLuminancePyramidPass;
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/// <summary>
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/// The compute shader used by the previous depth reconstruction pass.
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/// </summary>
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public ComputeShader reconstructPreviousDepthPass;
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/// <summary>
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/// The compute shader used by the depth clip pass.
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/// </summary>
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public ComputeShader depthClipPass;
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/// <summary>
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/// The compute shader used by the lock pass.
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/// </summary>
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public ComputeShader lockPass;
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/// <summary>
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/// The compute shader used by the accumulation pass.
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/// </summary>
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public ComputeShader accumulatePass;
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/// <summary>
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/// The compute shader used by the RCAS sharpening pass.
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/// </summary>
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public ComputeShader sharpenPass;
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/// <summary>
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/// The compute shader used to auto-generate a reactive mask.
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/// </summary>
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public ComputeShader autoGenReactivePass;
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/// <summary>
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/// The compute shader used to auto-generate a transparency & composition mask.
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/// </summary>
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public ComputeShader tcrAutoGenPass;
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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 Fsr2Shaders Clone()
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{
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return (Fsr2Shaders)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 FSR2 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 Fsr2Shaders DeepCopy()
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{
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return new Fsr2Shaders
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{
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computeLuminancePyramidPass = Object.Instantiate(computeLuminancePyramidPass),
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reconstructPreviousDepthPass = Object.Instantiate(reconstructPreviousDepthPass),
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depthClipPass = Object.Instantiate(depthClipPass),
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lockPass = Object.Instantiate(lockPass),
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accumulatePass = Object.Instantiate(accumulatePass),
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sharpenPass = Object.Instantiate(sharpenPass),
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autoGenReactivePass = Object.Instantiate(autoGenReactivePass),
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tcrAutoGenPass = Object.Instantiate(tcrAutoGenPass),
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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(computeLuminancePyramidPass);
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Object.Destroy(reconstructPreviousDepthPass);
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Object.Destroy(depthClipPass);
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Object.Destroy(lockPass);
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Object.Destroy(accumulatePass);
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Object.Destroy(sharpenPass);
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Object.Destroy(autoGenReactivePass);
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Object.Destroy(tcrAutoGenPass);
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}
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}
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}
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