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Removed old attempts at integrating FSR2 into the PPV2 pipeline. These never went anywhere and have been left undeveloped for a long time now.

master
Nico de Poel 3 years ago
parent
commit
a006489e3d
  1. 526
      Assets/Scenes/SampleScenePPV2.unity
  2. 7
      Assets/Scenes/SampleScenePPV2.unity.meta
  3. 568
      Assets/Scenes/SampleScenePPV2Post.unity
  4. 7
      Assets/Scenes/SampleScenePPV2Post.unity.meta
  5. 8
      Assets/Scenes/SampleScenePPV2Post_Profiles.meta
  6. 1425
      Assets/Scenes/SampleScenePPV2Post_Profiles/Main Camera Profile.asset
  7. 8
      Assets/Scenes/SampleScenePPV2Post_Profiles/Main Camera Profile.asset.meta
  8. 8
      Assets/Scenes/SampleScenePPV2_Profiles.meta
  9. 1501
      Assets/Scenes/SampleScenePPV2_Profiles/Main Camera Profile.asset
  10. 8
      Assets/Scenes/SampleScenePPV2_Profiles/Main Camera Profile.asset.meta
  11. 8
      Assets/Scenes/SampleSceneTwoCamera_Profiles.meta
  12. 331
      Assets/Scripts/Fsr2PostProcessEffect.cs
  13. 11
      Assets/Scripts/Fsr2PostProcessEffect.cs.meta

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// Copyright (c) 2023 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.
#if UNITY_POST_PROCESSING_STACK_V2
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
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 };
public TextureParameter exposure = new TextureParameter() { value = null };
[Header("Reactivity, Transparency & Composition")]
public TextureParameter reactiveMask = new TextureParameter() { value = null };
public TextureParameter transparencyAndCompositionMask = new TextureParameter() { value = null };
public BoolParameter autoGenerateReactiveMask = new BoolParameter() { value = true };
public Fsr2GenerateReactiveParameters generateReactiveParameters = new Fsr2GenerateReactiveParameters();
public override bool IsEnabledAndSupported(PostProcessRenderContext context)
{
return base.IsEnabledAndSupported(context) && SystemInfo.supportsComputeShaders;
}
}
[Serializable]
public class Fsr2QualityModeParameter : ParameterOverride<Fsr2.QualityMode>
{
}
[Serializable]
public class Fsr2GenerateReactiveParameters: ParameterOverride<Fsr2GenerateReactiveParams>
{
}
[Serializable]
public class Fsr2GenerateReactiveParams
{
[Range(0, 2)] public float scale = 0.5f;
[Range(0, 1)] public float cutoffThreshold = 0.2f;
[Range(0, 1)] public float binaryValue = 0.9f;
public Fsr2.GenerateReactiveFlags flags = Fsr2.GenerateReactiveFlags.ApplyTonemap | Fsr2.GenerateReactiveFlags.ApplyThreshold | Fsr2.GenerateReactiveFlags.UseComponentsMax;
}
public class Fsr2PostProcessRenderer : PostProcessEffectRenderer<Fsr2PostProcessEffect>
{
private Fsr2Context _fsrContext;
private Fsr2PostProcessHelper _helper;
private ref Vector2Int DisplaySize => ref _helper.DisplaySize;
private ref Vector2Int RenderSize => ref _helper.RenderSize;
private readonly Fsr2.DispatchDescription _dispatchDescription = new Fsr2.DispatchDescription();
private readonly Fsr2.GenerateReactiveDescription _genReactiveDescription = new Fsr2.GenerateReactiveDescription();
private Fsr2.QualityMode _prevQualityMode;
private Vector2Int _prevDisplaySize;
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;
}
// 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;
}
// 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 || DisplaySize.x != _prevDisplaySize.x || DisplaySize.y != _prevDisplaySize.y || settings.qualityMode != _prevQualityMode)
{
DestroyFsrContext();
CreateFsrContext(context);
_prevQualityMode = settings.qualityMode;
}
// Effects rendering happens in OnPreCull, so this is the right place to apply camera jittering
ApplyJitter(context.camera);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Color);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors);
SetupDispatchDescription(context);
if (settings.autoGenerateReactiveMask)
{
// TODO: auto-generate reactive mask
}
cmd.GetTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput, DisplaySize.x, DisplaySize.y, 0, default, context.sourceFormat, default, 1, true);
_fsrContext.Dispatch(_dispatchDescription, cmd);
cmd.BlitFullscreenTriangle(Fsr2ShaderIDs.UavUpscaledOutput, context.destination);
cmd.ReleaseTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput);
}
/// <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)
{
_prevDisplaySize = DisplaySize;
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;
_fsrContext = Fsr2.CreateContext(DisplaySize, RenderSize, null, flags);
// Apply a mipmap bias so that textures retain their sharpness
float biasOffset = Fsr2.GetMipmapBiasOffset(RenderSize.x, DisplaySize.x);
//Fsr2.GlobalCallbacks.ApplyMipmapBias(biasOffset);
}
private void DestroyFsrContext()
{
if (_fsrContext != null)
{
_fsrContext.Destroy();
_fsrContext = null;
// Undo the previous mipmap bias adjustment
float biasOffset = Fsr2.GetMipmapBiasOffset(RenderSize.x, _prevDisplaySize.x);
//Fsr2.GlobalCallbacks.ApplyMipmapBias(-biasOffset);
}
}
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;
}
private void SetupDispatchDescription(PostProcessRenderContext context)
{
var camera = context.camera;
// Set up the main FSR2 dispatch parameters
// The input and output textures are left blank here, as they are already being bound elsewhere in this source file
_dispatchDescription.Color = null;
_dispatchDescription.Depth = null;
_dispatchDescription.MotionVectors = null;
_dispatchDescription.Exposure = null;
_dispatchDescription.Reactive = null;
_dispatchDescription.TransparencyAndComposition = null;
if (!settings.enableAutoExposure && settings.exposure.value != null) _dispatchDescription.Exposure = settings.exposure.value;
if (settings.reactiveMask.value != null) _dispatchDescription.Reactive = settings.reactiveMask.value;
if (settings.transparencyAndCompositionMask.value != null) _dispatchDescription.TransparencyAndComposition = settings.transparencyAndCompositionMask.value;
_dispatchDescription.Output = null;
_dispatchDescription.PreExposure = settings.preExposure;
_dispatchDescription.EnableSharpening = settings.performSharpenPass;
_dispatchDescription.Sharpness = settings.sharpness;
_dispatchDescription.MotionVectorScale.x = -RenderSize.x;
_dispatchDescription.MotionVectorScale.y = -RenderSize.y;
_dispatchDescription.RenderSize = RenderSize;
_dispatchDescription.InputResourceSize = new Vector2Int(context.width, context.height);
_dispatchDescription.FrameTimeDelta = Time.unscaledDeltaTime;
_dispatchDescription.CameraNear = camera.nearClipPlane;
_dispatchDescription.CameraFar = camera.farClipPlane;
_dispatchDescription.CameraFovAngleVertical = camera.fieldOfView * Mathf.Deg2Rad;
_dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity
_dispatchDescription.Reset = m_ResetHistory;
if (SystemInfo.usesReversedZBuffer)
{
// Swap the near and far clip plane distances as FSR2 expects this when using inverted depth
(_dispatchDescription.CameraNear, _dispatchDescription.CameraFar) = (_dispatchDescription.CameraFar, _dispatchDescription.CameraNear);
}
}
}
internal class Fsr2PostProcessHelper : MonoBehaviour
{
internal Fsr2PostProcessEffect Settings;
internal Vector2Int DisplaySize;
internal Vector2Int RenderSize;
private Camera _camera;
private Rect _originalRect;
private void Awake()
{
_camera = GetComponent<Camera>();
// TODO: inject opaque-only command buffer & anything else?
DisplaySize.x = _camera.pixelWidth;
DisplaySize.y = _camera.pixelHeight;
RenderSize = DisplaySize;
}
private void Start()
{
StartCoroutine(CResetCamera());
}
/// <summary>
/// This needs to run before PostProcessLayer's OnPreCull, hence why we place this code in LateUpdate.
/// </summary>
private void LateUpdate()
{
if (!Settings.enabled)
{
enabled = false;
return;
}
// Relay information about the camera's output size before rescaling
DisplaySize.x = _camera.pixelWidth;
DisplaySize.y = _camera.pixelHeight;
// Render to a smaller portion of the screen by manipulating the camera's viewport rect
_originalRect = _camera.rect;
_camera.aspect = (_camera.pixelWidth * _originalRect.width) / (_camera.pixelHeight * _originalRect.height);
_camera.rect = new Rect(0, 0, _originalRect.width * RenderSize.x / DisplaySize.x, _originalRect.height * RenderSize.y / DisplaySize.y);
}
// 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
// }
private IEnumerator CResetCamera()
{
while (true)
{
yield return new WaitForEndOfFrame();
_camera.rect = _originalRect;
_camera.ResetProjectionMatrix();
}
}
}
}
#endif // UNITY_POST_PROCESSING_STACK_V2

11
Assets/Scripts/Fsr2PostProcessEffect.cs.meta

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