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Experimentation with stacked cameras; apply only viewport rect and jitter offset on first camera, perform upscaling with second camera. Sync settings between cameras.
master
Experimentation with stacked cameras; apply only viewport rect and jitter offset on first camera, perform upscaling with second camera. Sync settings between cameras.
master
5 changed files with 830 additions and 5 deletions
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651Assets/Scenes/SampleSceneStackedCams.unity
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7Assets/Scenes/SampleSceneStackedCams.unity.meta
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134Assets/Scripts/Fsr2CameraHelper.cs
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11Assets/Scripts/Fsr2CameraHelper.cs.meta
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32Assets/Scripts/Fsr2ImageEffect.cs
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@ -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 |
|||
{ |
|||
/// <summary>
|
|||
///
|
|||
/// </summary>
|
|||
[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<Camera>(); |
|||
_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; |
|||
} |
|||
} |
|||
} |
|||
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