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Changed Fsr2Callbacks into an interface + base implementation

mac-autoexp
Nico de Poel 3 years ago
parent
commit
3e31950d56
  1. 4
      Assets/Scripts/Internal/Fsr2.cs
  2. 41
      Assets/Scripts/Internal/Fsr2Callbacks.cs

4
Assets/Scripts/Internal/Fsr2.cs

@ -11,7 +11,7 @@ namespace FidelityFX
public static class Fsr2
{
// Allow overriding of certain Unity resource management behaviors by the programmer
public static Fsr2Callbacks GlobalCallbacks { get; set; } = new Fsr2Callbacks();
public static IFsr2Callbacks GlobalCallbacks { get; set; } = new Fsr2CallbacksBase();
/// <summary>
/// Creates a new FSR2 context with standard parameters that are appropriate for the current platform.
@ -135,7 +135,7 @@ namespace FidelityFX
public InitializationFlags Flags;
public Vector2Int MaxRenderSize;
public Vector2Int DisplaySize;
public Fsr2Callbacks Callbacks;
public IFsr2Callbacks Callbacks;
}
/// <summary>

41
Assets/Scripts/Internal/Fsr2Callbacks.cs

@ -6,13 +6,42 @@ namespace FidelityFX
/// A collection of callbacks required by the FSR2 process.
/// This allows some customization by the game dev on how to integrate FSR2 into their own game setup.
/// </summary>
public class Fsr2Callbacks
public interface IFsr2Callbacks
{
Shader LoadShader(string name);
void UnloadShader(Shader shader);
ComputeShader LoadComputeShader(string name);
void UnloadComputeShader(ComputeShader shader);
/// <summary>
/// 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.
/// </summary>
void ApplyMipmapBias(float biasOffset);
}
/// <summary>
/// Default implementation of IFsr2Callbacks using simple Resources calls.
/// These are fine for testing but a proper game will want to extend and override these methods.
/// </summary>
public class Fsr2CallbacksBase: IFsr2Callbacks
{
protected float CurrentBiasOffset = 0;
public virtual Shader LoadShader(string name)
{
return Resources.Load<Shader>(name);
}
public virtual void UnloadShader(Shader shader)
{
Resources.UnloadAsset(shader);
}
public virtual ComputeShader LoadComputeShader(string name)
{
return Resources.Load<ComputeShader>(name);
@ -23,16 +52,10 @@ namespace FidelityFX
Resources.UnloadAsset(shader);
}
/// <summary>
/// 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.
/// </summary>
public virtual void ApplyMipmapBias(float biasOffset)
{
CurrentBiasOffset += biasOffset;
foreach (var texture in Resources.FindObjectsOfTypeAll<Texture2D>())
{
texture.mipMapBias += biasOffset;

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