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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
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
13 changed files with 0 additions and 4416 deletions
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526Assets/Scenes/SampleScenePPV2.unity
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7Assets/Scenes/SampleScenePPV2.unity.meta
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568Assets/Scenes/SampleScenePPV2Post.unity
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7Assets/Scenes/SampleScenePPV2Post.unity.meta
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8Assets/Scenes/SampleScenePPV2Post_Profiles.meta
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1425Assets/Scenes/SampleScenePPV2Post_Profiles/Main Camera Profile.asset
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8Assets/Scenes/SampleScenePPV2Post_Profiles/Main Camera Profile.asset.meta
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8Assets/Scenes/SampleScenePPV2_Profiles.meta
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1501Assets/Scenes/SampleScenePPV2_Profiles/Main Camera Profile.asset
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8Assets/Scenes/SampleScenePPV2_Profiles/Main Camera Profile.asset.meta
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8Assets/Scenes/SampleSceneTwoCamera_Profiles.meta
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331Assets/Scripts/Fsr2PostProcessEffect.cs
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11Assets/Scripts/Fsr2PostProcessEffect.cs.meta
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@ -1,331 +0,0 @@ |
|||||
// 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
|
|
||||
@ -1,11 +0,0 @@ |
|||||
fileFormatVersion: 2 |
|
||||
guid: 97df7b30797e2154094ad1182a48d909 |
|
||||
MonoImporter: |
|
||||
externalObjects: {} |
|
||||
serializedVersion: 2 |
|
||||
defaultReferences: [] |
|
||||
executionOrder: 0 |
|
||||
icon: {instanceID: 0} |
|
||||
userData: |
|
||||
assetBundleName: |
|
||||
assetBundleVariant: |
|
||||
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