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Added initial implementation of post-processing stack effect for FSR2, with a new scene to test it in.
Added initial implementation of post-processing stack effect for FSR2, with a new scene to test it in.
This contains the results of a bunch of research so far, on where code gets executed and how to inject additional steps into the render loop.mac-autoexp
7 changed files with 805 additions and 0 deletions
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526Assets/Scenes/SampleScenePPV2.unity
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7Assets/Scenes/SampleScenePPV2.unity.meta
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8Assets/Scenes/SampleScenePPV2_Profiles.meta
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54Assets/Scenes/SampleScenePPV2_Profiles/Main Camera Profile.asset
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8Assets/Scenes/SampleScenePPV2_Profiles/Main Camera Profile.asset.meta
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191Assets/Scripts/Fsr2PostProcessEffect.cs
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11Assets/Scripts/Fsr2PostProcessEffect.cs.meta
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|
#if UNITY_POST_PROCESSING_STACK_V2
|
||||
|
using System; |
||||
|
using System.Collections; |
||||
|
using System.Collections.Generic; |
||||
|
using UnityEngine; |
||||
|
using UnityEngine.Rendering.PostProcessing; |
||||
|
|
||||
|
namespace FidelityFX |
||||
|
{ |
||||
|
[Serializable] |
||||
|
[PostProcess(typeof(Fsr2PostProcessRenderer), PostProcessEvent.BeforeStack, "FidelityFX/FSR 2", false)] |
||||
|
public class 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<Fsr2.QualityMode> |
||||
|
{ |
||||
|
} |
||||
|
|
||||
|
public class Fsr2PostProcessRenderer : PostProcessEffectRenderer<Fsr2PostProcessEffect> |
||||
|
{ |
||||
|
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); |
||||
|
} |
||||
|
|
||||
|
/// <summary>
|
||||
|
/// 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.
|
||||
|
/// </summary>
|
||||
|
private void Inject(PostProcessRenderContext context) |
||||
|
{ |
||||
|
var go = context.camera.gameObject; |
||||
|
_helper = go.AddComponent<Fsr2PostProcessHelper>(); |
||||
|
|
||||
|
_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<Camera>(); |
||||
|
// 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
|
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