diff --git a/Assets/Scenes/SampleSceneStackedCams.unity b/Assets/Scenes/SampleSceneStackedCams.unity
new file mode 100644
index 0000000..55145c8
--- /dev/null
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diff --git a/Assets/Scenes/SampleSceneStackedCams.unity.meta b/Assets/Scenes/SampleSceneStackedCams.unity.meta
new file mode 100644
index 0000000..ddca8f7
--- /dev/null
+++ b/Assets/Scenes/SampleSceneStackedCams.unity.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
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diff --git a/Assets/Scripts/Fsr2CameraHelper.cs b/Assets/Scripts/Fsr2CameraHelper.cs
new file mode 100644
index 0000000..828709e
--- /dev/null
+++ b/Assets/Scripts/Fsr2CameraHelper.cs
@@ -0,0 +1,134 @@
+// 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.
+
+using System;
+using System.Collections;
+using UnityEngine;
+using UnityEngine.Experimental.Rendering;
+using UnityEngine.Rendering;
+
+namespace FidelityFX
+{
+ ///
+ ///
+ ///
+ [RequireComponent(typeof(Camera))]
+ public class Fsr2CameraHelper : MonoBehaviour
+ {
+ [Tooltip("Standard scaling ratio presets.")]
+ public Fsr2.QualityMode qualityMode = Fsr2.QualityMode.Quality;
+
+ private Vector2Int _maxRenderSize;
+ private Vector2Int _displaySize;
+
+ private Camera _renderCamera;
+ private DepthTextureMode _originalDepthTextureMode;
+ private Rect _originalRect;
+
+ private void OnEnable()
+ {
+ // Set up the original camera to output all of the required FSR2 input resources at the desired resolution
+ _renderCamera = GetComponent();
+ _originalDepthTextureMode = _renderCamera.depthTextureMode;
+ _renderCamera.depthTextureMode = _originalDepthTextureMode | DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
+ }
+
+ private void OnDisable()
+ {
+ // Restore the camera's original state
+ _renderCamera.depthTextureMode = _originalDepthTextureMode;
+ }
+
+ private void LateUpdate()
+ {
+ // Determine the desired rendering and display resolutions
+ _displaySize = GetDisplaySize();
+ Fsr2.GetRenderResolutionFromQualityMode(out var maxRenderWidth, out var maxRenderHeight, _displaySize.x, _displaySize.y, qualityMode);
+ _maxRenderSize = new Vector2Int(maxRenderWidth, maxRenderHeight);
+
+ if (_maxRenderSize.x == 0 || _maxRenderSize.y == 0)
+ {
+ Debug.LogError($"FSR2 render size is invalid: {_maxRenderSize.x}x{_maxRenderSize.y}. Please check your screen resolution and camera viewport parameters.");
+ enabled = false;
+ }
+
+ // Remember the original camera viewport before we modify it in OnPreCull
+ _originalRect = _renderCamera.rect;
+ }
+
+ private void OnPreCull()
+ {
+ // Render to a smaller portion of the screen by manipulating the camera's viewport rect
+ _renderCamera.aspect = (_displaySize.x * _originalRect.width) / (_displaySize.y * _originalRect.height);
+ _renderCamera.rect = new Rect(0, 0, _originalRect.width * _maxRenderSize.x / _renderCamera.pixelWidth, _originalRect.height * _maxRenderSize.y / _renderCamera.pixelHeight);
+
+ ApplyJitter();
+ }
+
+ private void ApplyJitter()
+ {
+ var scaledRenderSize = GetScaledRenderSize();
+
+ // Perform custom jittering of the camera's projection matrix according to FSR2's recipe
+ int jitterPhaseCount = Fsr2.GetJitterPhaseCount(scaledRenderSize.x, _displaySize.x);
+ Fsr2.GetJitterOffset(out float jitterX, out float jitterY, Time.frameCount, jitterPhaseCount);
+
+ jitterX = 2.0f * jitterX / scaledRenderSize.x;
+ jitterY = 2.0f * jitterY / scaledRenderSize.y;
+
+ var jitterTranslationMatrix = Matrix4x4.Translate(new Vector3(jitterX, jitterY, 0));
+ _renderCamera.nonJitteredProjectionMatrix = _renderCamera.projectionMatrix;
+ _renderCamera.projectionMatrix = jitterTranslationMatrix * _renderCamera.nonJitteredProjectionMatrix;
+ _renderCamera.useJitteredProjectionMatrixForTransparentRendering = true;
+ }
+
+ private void OnRenderImage(RenderTexture src, RenderTexture dest)
+ {
+ // Restore the camera's viewport rect so we can output at full resolution
+ _renderCamera.rect = _originalRect;
+ _renderCamera.ResetProjectionMatrix();
+
+ Graphics.Blit(src, dest);
+ }
+
+ private Vector2Int GetDisplaySize()
+ {
+ var targetTexture = _renderCamera.targetTexture;
+ if (targetTexture != null)
+ return new Vector2Int(targetTexture.width, targetTexture.height);
+
+ return new Vector2Int(_renderCamera.pixelWidth, _renderCamera.pixelHeight);
+ }
+
+ private bool UsingDynamicResolution()
+ {
+ var targetTexture = _renderCamera.targetTexture;
+ return _renderCamera.allowDynamicResolution || (targetTexture != null && targetTexture.useDynamicScale);
+ }
+
+ private Vector2Int GetScaledRenderSize()
+ {
+ if (UsingDynamicResolution())
+ return new Vector2Int(Mathf.CeilToInt(_maxRenderSize.x * ScalableBufferManager.widthScaleFactor), Mathf.CeilToInt(_maxRenderSize.y * ScalableBufferManager.heightScaleFactor));
+
+ return _maxRenderSize;
+ }
+ }
+}
diff --git a/Assets/Scripts/Fsr2CameraHelper.cs.meta b/Assets/Scripts/Fsr2CameraHelper.cs.meta
new file mode 100644
index 0000000..ff2390f
--- /dev/null
+++ b/Assets/Scripts/Fsr2CameraHelper.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cfdc7cc809e9e7a43abebb1b3cca30be
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Fsr2ImageEffect.cs b/Assets/Scripts/Fsr2ImageEffect.cs
index 480d496..6e41abe 100644
--- a/Assets/Scripts/Fsr2ImageEffect.cs
+++ b/Assets/Scripts/Fsr2ImageEffect.cs
@@ -98,9 +98,8 @@ namespace FidelityFX
[Range(0, 1)] public float autoReactiveMax = 0.9f;
}
- [Header("Output resources")]
- [Tooltip("Optional render texture to copy motion vector data to, for additional post-processing after upscaling.")]
- public RenderTexture outputMotionVectors;
+ [Header("Slave cameras")]
+ public Fsr2CameraHelper[] cameraStack;
private Fsr2Context _context;
private Vector2Int _maxRenderSize;
@@ -161,10 +160,26 @@ namespace FidelityFX
CreateFsrContext();
CreateCommandBuffers();
+
+ if (cameraStack != null)
+ {
+ foreach (var cameraHelper in cameraStack)
+ {
+ cameraHelper.enabled = true;
+ }
+ }
}
private void OnDisable()
{
+ if (cameraStack != null)
+ {
+ foreach (var cameraHelper in cameraStack)
+ {
+ cameraHelper.enabled = false;
+ }
+ }
+
DestroyCommandBuffers();
DestroyFsrContext();
@@ -266,6 +281,15 @@ namespace FidelityFX
OnDisable();
OnEnable();
}
+
+ if (cameraStack != null)
+ {
+ int numCams = cameraStack.Length;
+ for (int i = 0; i < numCams; ++i)
+ {
+ cameraStack[i].qualityMode = qualityMode;
+ }
+ }
}
public void ResetHistory()
@@ -424,8 +448,6 @@ namespace FidelityFX
// Output to the camera target texture, passing through depth and motion vectors
_dispatchCommandBuffer.SetGlobalTexture("_DepthTex", BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
_dispatchCommandBuffer.Blit(Fsr2ShaderIDs.UavUpscaledOutput, _originalRenderTarget, _copyWithDepthMaterial);
- if (outputMotionVectors != null)
- _dispatchCommandBuffer.Blit(BuiltinRenderTextureType.MotionVectors, outputMotionVectors);
}
else
{