using UnityEngine; namespace FidelityFX { /// /// A collection of callbacks required by the FSR2 process. /// This allows some customization by the game dev on how to integrate FSR2 into their own game setup. /// public interface IFsr2Callbacks { Shader LoadShader(string name); void UnloadShader(Shader shader); ComputeShader LoadComputeShader(string name); void UnloadComputeShader(ComputeShader shader); /// /// Apply a mipmap bias to in-game textures to prevent them from becoming blurry as the internal rendering resolution lowers. /// This will need to be customized on a per-game basis, as there is no clear universal way to determine what are "in-game" textures. /// The default implementation will simply apply a mipmap bias to all 2D textures, which will include things like UI textures and which might miss things like terrain texture arrays. /// /// Depending on how your game organizes its assets, you will want to create a filter that more specifically selects the textures that need to have this mipmap bias applied. /// You may also want to store the bias offset value and apply it to any assets that are loaded in on demand. /// void ApplyMipmapBias(float biasOffset); } /// /// Default implementation of IFsr2Callbacks using simple Resources calls. /// These are fine for testing but a proper game will want to extend and override these methods. /// public class Fsr2CallbacksBase: IFsr2Callbacks { protected float CurrentBiasOffset = 0; public virtual Shader LoadShader(string name) { return Resources.Load(name); } public virtual void UnloadShader(Shader shader) { Resources.UnloadAsset(shader); } public virtual ComputeShader LoadComputeShader(string name) { return Resources.Load(name); } public virtual void UnloadComputeShader(ComputeShader shader) { Resources.UnloadAsset(shader); } public virtual void ApplyMipmapBias(float biasOffset) { CurrentBiasOffset += biasOffset; foreach (var texture in Resources.FindObjectsOfTypeAll()) { texture.mipMapBias += biasOffset; } } } }