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// 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
{
/// <summary>
/// Scriptable object containing all shader resources required by FidelityFX Super Resolution 2 (FSR2).
/// 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.
/// </summary>
[CreateAssetMenu(fileName = "FSR2 Assets", menuName = "FidelityFX/FSR2 Assets", order = 1102)]
public class Fsr2Assets : ScriptableObject
{
public Fsr2Shaders shaders;
#if UNITY_EDITOR
private void Reset()
{
shaders = new Fsr2Shaders
{
computeLuminancePyramidPass = FindComputeShader("ffx_fsr2_compute_luminance_pyramid_pass"),
reconstructPreviousDepthPass = FindComputeShader("ffx_fsr2_reconstruct_previous_depth_pass"),
depthClipPass = FindComputeShader("ffx_fsr2_depth_clip_pass"),
lockPass = FindComputeShader("ffx_fsr2_lock_pass"),
accumulatePass = FindComputeShader("ffx_fsr2_accumulate_pass"),
sharpenPass = FindComputeShader("ffx_fsr2_rcas_pass"),
autoGenReactivePass = FindComputeShader("ffx_fsr2_autogen_reactive_pass"),
tcrAutoGenPass = FindComputeShader("ffx_fsr2_tcr_autogen_pass"),
};
}
private static ComputeShader FindComputeShader(string name)
{
string[] assetGuids = UnityEditor.AssetDatabase.FindAssets($"t:ComputeShader {name}");
if (assetGuids == null || assetGuids.Length == 0)
return null;
string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assetGuids[0]);
return UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(assetPath);
}
#endif
}
/// <summary>
/// All the compute shaders used by FSR2.
/// </summary>
[System.Serializable]
public class Fsr2Shaders
{
/// <summary>
/// The compute shader used by the luminance pyramid computation pass.
/// </summary>
public ComputeShader computeLuminancePyramidPass;
/// <summary>
/// The compute shader used by the previous depth reconstruction pass.
/// </summary>
public ComputeShader reconstructPreviousDepthPass;
/// <summary>
/// The compute shader used by the depth clip pass.
/// </summary>
public ComputeShader depthClipPass;
/// <summary>
/// The compute shader used by the lock pass.
/// </summary>
public ComputeShader lockPass;
/// <summary>
/// The compute shader used by the accumulation pass.
/// </summary>
public ComputeShader accumulatePass;
/// <summary>
/// The compute shader used by the RCAS sharpening pass.
/// </summary>
public ComputeShader sharpenPass;
/// <summary>
/// The compute shader used to auto-generate a reactive mask.
/// </summary>
public ComputeShader autoGenReactivePass;
/// <summary>
/// The compute shader used to auto-generate a transparency & composition mask.
/// </summary>
public ComputeShader tcrAutoGenPass;
/// <summary>
/// Returns a copy of this class and its contents.
/// </summary>
public Fsr2Shaders Clone()
{
return (Fsr2Shaders)MemberwiseClone();
}
/// <summary>
/// Returns a copy of this class with clones of all its shaders.
/// This can be useful if you're running multiple FSR2 instances with different shader configurations.
/// Be sure to clean up these clones through Dispose once you're done with them.
/// </summary>
public Fsr2Shaders DeepCopy()
{
return new Fsr2Shaders
{
computeLuminancePyramidPass = Object.Instantiate(computeLuminancePyramidPass),
reconstructPreviousDepthPass = Object.Instantiate(reconstructPreviousDepthPass),
depthClipPass = Object.Instantiate(depthClipPass),
lockPass = Object.Instantiate(lockPass),
accumulatePass = Object.Instantiate(accumulatePass),
sharpenPass = Object.Instantiate(sharpenPass),
autoGenReactivePass = Object.Instantiate(autoGenReactivePass),
tcrAutoGenPass = Object.Instantiate(tcrAutoGenPass),
};
}
/// <summary>
/// Destroy all the shaders within this instance.
/// Use this only on clones created through DeepCopy.
/// </summary>
public void Dispose()
{
Object.Destroy(computeLuminancePyramidPass);
Object.Destroy(reconstructPreviousDepthPass);
Object.Destroy(depthClipPass);
Object.Destroy(lockPass);
Object.Destroy(accumulatePass);
Object.Destroy(sharpenPass);
Object.Destroy(autoGenReactivePass);
Object.Destroy(tcrAutoGenPass);
}
}
}