Nico de Poel
9352192f29
Enable HDR when the camera it set for it
3 years ago
Nico de Poel
bb24ed970b
Reintroduced the ability for FSR2 to output to a render texture again. Very basic for now.
3 years ago
Nico de Poel
bcfb4b6769
Check for HDR when selecting RT formats for opaque-only and final output.
This makes for fewer assumptions and should provide better support for HDR render paths.
3 years ago
Nico de Poel
e57cc0468d
Moved exposure, reactive and T&C inputs to OnPreCull, to make OnRenderImage as clean and simple as possible.
3 years ago
Nico de Poel
8668e0b3f6
Back to basics: allow FSR2 to only output directly to the backbuffer
3 years ago
Nico de Poel
8575800995
Allow customization of pre-exposure and exposure inputs
3 years ago
Nico de Poel
feb65ef9b3
Enable auto-exposure by default, which is what the FSR2 docs recommend.
3 years ago
Nico de Poel
3ffbc0573e
Implemented auto-exposure feature.
The way this works: compute luminance always outputs an auto-exposure value. The passes using exposure as input can either use this auto-exposure, or use the default read-only exposure value, or use an application-provided exposure.
3 years ago
Nico de Poel
21d939cfd4
Use original camera pixel width and height to determine display size, so that cameras with non-standard viewport rects will work too.
3 years ago
Nico de Poel
341921bdda
Perform camera scaling in OnPreCull, instead of OnPreRender.
Fixed compatibility with post-FX executing OnPreRender before FSR2, and which retrieve camera resolution values to perform their rendering. For example: HBAO.
3 years ago
Nico de Poel
92e360aa24
Implemented the debug checking upon dispatch from the original FSR2 source, with some Unity adaptations.
Used this to good effect to fix a few small issues that had gone unnoticed.
Also removed the Message callback which was kind of pointless, since Unity already has a well-established way of outputting warnings and errors.
3 years ago
Nico de Poel
85829949f8
Made all inspector fields public, so that they can be easily accessed programmatically.
There's really not much reason to keep these private, as we otherwise would have added public properties that directly access them anyway.
3 years ago
Nico de Poel
022eae95ef
Added one more quality mode tier: ultra quality, which I felt was missing as an option.
It maps nicely from 900p -> 1080p, 1200p -> 1440p, 1800p -> 4K, etc
3 years ago
Nico de Poel
17cc461613
Allow reactive mask and T&C mask to be provided through the inspector
3 years ago
Nico de Poel
8f1be6d3e6
Re-added transparency & composition parameter, even though we never use it and just fall back to the default reactivity mask, we officially support it as an input now.
3 years ago
Nico de Poel
eade3d40ce
Moved generate reactive parameters up in the source file, so it's close to where it's being used.
It felt very weird having it dangle off the bottom of the source file.
3 years ago
Nico de Poel
69da937fd7
Added some seemingly sensible ranges to the reactive mask parameters.
I really wish this stuff was a bit better explained and documented.
3 years ago
Nico de Poel
d5e17958d6
I do think we want to use the jittered projection matrix for transparent rendering. Otherwise the reactive mask's inputs do not match.
3 years ago
Nico de Poel
b7c49ea0e3
Allow reactive mask generation parameters to be set from the inspector.
Also set a default quality mode and reintroduced the Native quality mode, to make FSR2 into an expensive TAA + sharpen.
3 years ago
Nico de Poel
44c5f2847d
Release opaque-only input RT as soon as we're done with it.
This saves on aliasable memory used throughout the FSR2 process, and makes the extra cleanup pass afterward unnecessary.
3 years ago
Nico de Poel
e887db581b
Capture opaque-only input just before the forward alpha rendering pass, so that opaque image effects like color grading don't affect the reactive mask.
3 years ago
Nico de Poel
84b52c8853
Set non-jittered projection matrix before applying jittering, making motion vector jitter cancellation unnecessary.
This should make outputting non-jittered upscaled depth and motion vectors for subsequent render passes a lot easier.
3 years ago
Nico de Poel
070bd2704f
Reordered inspector fields because I'm OCD like that
3 years ago
Nico de Poel
9647805dcc
Copy opaque-only render buffer to a temporary texture as input for the reactive mask generator, and clean up the RT after FSR2 is done.
Generating the reactive mask now actually works and the difference is very noticeable in motion; much less artifacting on transparent effects.
3 years ago
Nico de Poel
5ed7a5279b
Progressed implementation of reactive mask generation pass.
Added temporary RT to contain the generated reactive mask, bind it to the FSR2 inputs, and made it available as a toggle on the script.
3 years ago
Nico de Poel
d47b8c78da
Added option to enable FP16 from the scene
3 years ago
Nico de Poel
158d5bc176
Perform render scaling by manipulating the Camera viewport rect, which removes the need for a second game object and camera altogether.
This eliminates the stupid full screen quad drawing that the second camera was doing, while also making the entire setup a lot simpler.
3 years ago
Nico de Poel
c1326fc261
Added some comments to the main FSR2 classes
3 years ago
Nico de Poel
62d1d41d2d
Stripped Fsr2Dispatcher of most of its functionality, and moved it over to Fsr2Controller
3 years ago
Nico de Poel
a9997e1a02
Moved Fsr2Dispatcher into Fsr2Controller source file and made it internal. Placed everything into the FidelityFX namespace.
3 years ago
Nico de Poel
747ac54528
Renaming SubsampleTest and Fsr2Controller to Fsr2Controller and Fsr2Dispatcher, respectively
3 years ago
Nico de Poel
3de40f6fe6
Cleaned up Fsr2Controller ahead of major refactor
3 years ago
Nico de Poel
86c16e3694
- Replaced all input/output parameters with RenderTargetIdentifiers, allowing more flexibility in how these resources are assigned
- Cleaned up main MonoBehaviour ahead of a big refactor, and added camera event-based command buffers to set opaque-only and motion vector resources
3 years ago
Nico de Poel
776700e837
Allow input textures to be set outside of FSR2 context dispatch, opening up new avenues for optimizations.
Started with setting motion vectors and output RT directly from the Unity command buffer, blitting to the destination RT only when necessary.
3 years ago
Nico de Poel
f184be7b62
Some minor optimizations and cleanup
3 years ago
Nico de Poel
903c2f71f3
Updated code to make it compatible with Unity 2020.1, i.e. the oldest version that's technically usable.
3 years ago
Nico de Poel
12b5791cd2
Enabled 16-bit floating point support by changing the unused 1D Texture option into an FP16 option, which makes its usage configurable by the game dev.
Also included the workaround to force FP32 in the accumulate pass on Nvidia cards.
3 years ago
Nico de Poel
5a638974b6
Removed the Native quality mode option again. It doesn't actually look that good, and I'd like to keep the 0 enum value reserved for "Off"
3 years ago
Nico de Poel
e08a8f9c22
Playing around with resetting and recreating FSR context upon resolution or quality mode change. Seems to be working quite well.
3 years ago
Nico de Poel
dafae40776
Further tweaks to camera jitter parameters and now IT'S WORKING!! 🥳
3 years ago
Nico de Poel
25f1742728
Fixes to jitter which at least produces a stable picture now. Still not actually right, but making progress.
3 years ago
Nico de Poel
1ca5a36f3e
Cleanup and minor details
3 years ago
Nico de Poel
6b74532793
Some cleanup and a few small details
3 years ago
Nico de Poel
650e805af8
Combined color and depth into a single dispatch parameter, which makes it easier to follow what's going on at the various stages.
3 years ago
Nico de Poel
c184748907
Separate out depth from the color buffer using RenderTextureSubElement, which does work now.
This whittles down the additional blitting to just motion vectors, with only a single shader/material required.
3 years ago
Nico de Poel
c0a3b81d84
Simplified gathering of color, depth and motion vector RTs by using the game camera texture directly, and blitting just before dispatch.
This gets rid of all the OnRenderImage song and dance in the game camera component, and requires less keeping track of instance variables.
3 years ago
Nico de Poel
d607b1bf5a
Apply jitter offset to dispatch parameters
3 years ago
Nico de Poel
34598f3900
Moved default exposure and reactive resources to Fsr2Context
3 years ago
Nico de Poel
934a3d60fa
Implemented depth clip pass. Solved the problem of UAV/SRV name mismatch by monkey-patching the relevant shaders. Added default reactive mask.
3 years ago
Nico de Poel
2f5eaf48ba
Bit of cleanup and moving stuff around
3 years ago