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Fsr2PostProcessEffect : PostProcessEffectSettings + { + public Fsr2QualityModeParameter qualityMode = new Fsr2QualityModeParameter() { value = Fsr2.QualityMode.Quality }; + + public BoolParameter performSharpenPass = new BoolParameter() { value = true }; + [Range(0, 1)] public FloatParameter sharpness = new FloatParameter() { value = 0.8f }; + + [Tooltip("Allow the use of half precision compute operations, potentially improving performance")] + public BoolParameter enableFP16 = new BoolParameter() { value = false }; + + [Header("Exposure")] + public BoolParameter enableAutoExposure = new BoolParameter() { value = true }; + public FloatParameter preExposure = new FloatParameter() { value = 1.0f }; + + [Header("Reactivity, Transparency & Composition")] + public BoolParameter autoGenerateReactiveMask = new BoolParameter() { value = true }; + + public override bool IsEnabledAndSupported(PostProcessRenderContext context) + { + return base.IsEnabledAndSupported(context) && SystemInfo.supportsComputeShaders; + } + } + + [Serializable] + public class Fsr2QualityModeParameter : ParameterOverride + { + } + + public class Fsr2PostProcessRenderer : PostProcessEffectRenderer + { + private Fsr2Context _fsrContext; + private Fsr2PostProcessHelper _helper; + + private Vector2Int _displaySize; + private Vector2Int _renderSize; + + private Fsr2.QualityMode _prevQualityMode; + + public override void Init() + { + base.Init(); + + Debug.Log($"Initializing FSR2 post-process effect, quality = {settings.qualityMode.value}"); + } + + public override void Release() + { + Debug.Log("Releasing FSR2 post-process effect"); + + base.Release(); + } + + public override DepthTextureMode GetCameraFlags() + { + return DepthTextureMode.Depth | DepthTextureMode.MotionVectors; + } + + public override void Render(PostProcessRenderContext context) + { + var cmd = context.command; + + if (!Application.isPlaying) + { + // We don't want this effect to start injecting scripts in edit mode, so just blit and skip the rest entirely + cmd.BlitFullscreenTriangle(context.source, context.destination); + return; + } + + // Monitor for any resolution changes and recreate the FSR2 context if necessary + // We can't create an FSR2 context without info from the post-processing context, so delay the initial setup until here + if (_fsrContext == null || context.screenWidth != _displaySize.x || context.screenHeight != _displaySize.y || settings.qualityMode != _prevQualityMode) + { + DestroyFsrContext(); + CreateFsrContext(context); + + _prevQualityMode = settings.qualityMode; + } + + // Ensure that the helper script exists and is enabled + if (_helper == null || !_helper.enabled) + { + if (_helper == null) + Inject(context); + + _helper.enabled = settings.IsEnabledAndSupported(context); + + // The injected script won't come into effect until the next frame, so just do a simple blit this frame + cmd.BlitFullscreenTriangle(context.source, context.destination); + return; + } + + //Debug.Log("[FSR2] Render, where am I being called from?"); // In OnPreCull... OH + // TODO: executing in OnPreCull means we can do jittering in here, at least. Rect manipulation should still happen before PPV2 entirely. + ApplyJitter(context.camera); + + cmd.BlitFullscreenTriangle(context.source, context.destination); + } + + /// + /// Inject ourselves into the camera's render loop at points where PPV2 normally wouldn't allow us. + /// This also sets up PPV2's own stack to use FSR2's upscaled output as its source. + /// + private void Inject(PostProcessRenderContext context) + { + var go = context.camera.gameObject; + _helper = go.AddComponent(); + + _helper.Settings = settings; + // TODO: create output RT, set it as PPV2's post-transparency stack source + } + + private void CreateFsrContext(PostProcessRenderContext context) + { + _displaySize = new Vector2Int(context.screenWidth, context.screenHeight); + Fsr2.GetRenderResolutionFromQualityMode(out var renderWidth, out var renderHeight, _displaySize.x, _displaySize.y, settings.qualityMode); + _renderSize = new Vector2Int(renderWidth, renderHeight); + + Fsr2.InitializationFlags flags = 0; + if (context.camera.allowHDR) flags |= Fsr2.InitializationFlags.EnableHighDynamicRange; + if (settings.enableFP16) flags |= Fsr2.InitializationFlags.EnableFP16Usage; + if (settings.enableAutoExposure) flags |= Fsr2.InitializationFlags.EnableAutoExposure; + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + flags |= Fsr2.InitializationFlags.EnableDebugChecking; +#endif + + _fsrContext = Fsr2.CreateContext(_displaySize, _renderSize, flags); + } + + private void DestroyFsrContext() + { + if (_fsrContext != null) + { + _fsrContext.Destroy(); + _fsrContext = null; + } + } + + private void ApplyJitter(Camera camera) + { + // Perform custom jittering of the camera's projection matrix according to FSR2's recipe + int jitterPhaseCount = Fsr2.GetJitterPhaseCount(_renderSize.x, _displaySize.x); + Fsr2.GetJitterOffset(out float jitterX, out float jitterY, Time.frameCount, jitterPhaseCount); + + jitterX = 2.0f * jitterX / _renderSize.x; + jitterY = 2.0f * jitterY / _renderSize.y; + + var jitterTranslationMatrix = Matrix4x4.Translate(new Vector3(jitterX, jitterY, 0)); + camera.nonJitteredProjectionMatrix = camera.projectionMatrix; + camera.projectionMatrix = jitterTranslationMatrix * camera.nonJitteredProjectionMatrix; + camera.useJitteredProjectionMatrixForTransparentRendering = true; + } + } + + internal class Fsr2PostProcessHelper : MonoBehaviour + { + internal Fsr2PostProcessEffect Settings; + + private Camera _camera; + + private void Awake() + { + _camera = GetComponent(); + // TODO: inject opaque-only command buffer & anything else? + } + + private void OnPreCull() // TODO: may need to do this in LateUpdate instead? So we execute before PPV2's OnPreCull + { + // TODO: check if FSR2 is still enabled; if not: reset PPV2 source texture & disable self + // TODO: fiddle with the camera parameters, rect, jitter, etc + // Debug.Log("[FSR2] OnPreCull"); + } + + private void OnPostRender() + { + _camera.ResetProjectionMatrix(); + } + } +} +#endif // UNITY_POST_PROCESSING_STACK_V2 diff --git a/Assets/Scripts/Fsr2PostProcessEffect.cs.meta b/Assets/Scripts/Fsr2PostProcessEffect.cs.meta new file mode 100644 index 0000000..40f9753 --- /dev/null +++ b/Assets/Scripts/Fsr2PostProcessEffect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 97df7b30797e2154094ad1182a48d909 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: