#if UNITY_POST_PROCESSING_STACK_V2 using System; using System.Collections; using System.Collections.Generic; using UnityEngine; 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 { } [Serializable] public class Fsr2GenerateReactiveParameters: ParameterOverride { } [Serializable] public class Fsr2GenerateReactiveParams { [Range(0, 2)] public float scale = 1.0f; [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 { private Fsr2Context _fsrContext; private Fsr2PostProcessHelper _helper; private ref Vector2Int DisplaySize => ref _helper.DisplaySize; private ref Vector2Int RenderSize => ref _helper.RenderSize; 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; } //Debug.Log("[FSR2] Render, where am I being called from?"); // In OnPreCull... OH // TODO: executing in OnPreCull means we can do jittering in here, at least. Rect manipulation should still happen before PPV2 entirely. ApplyJitter(context.camera); cmd.BlitFullscreenTriangle(context.source, context.destination); } /// /// 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. /// private void Inject(PostProcessRenderContext context) { var go = context.camera.gameObject; _helper = go.AddComponent(); _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; #if UNITY_EDITOR || DEVELOPMENT_BUILD flags |= Fsr2.InitializationFlags.EnableDebugChecking; #endif _fsrContext = Fsr2.CreateContext(DisplaySize, RenderSize, 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; } } internal class Fsr2PostProcessHelper : MonoBehaviour { internal Fsr2PostProcessEffect Settings; internal Vector2Int DisplaySize; internal Vector2Int RenderSize; private Camera _camera; private Rect _originalRect; private void Awake() { _camera = GetComponent(); // TODO: inject opaque-only command buffer & anything else? DisplaySize.x = _camera.pixelWidth; DisplaySize.y = _camera.pixelHeight; RenderSize = DisplaySize; } private void Start() { StartCoroutine(CResetCamera()); } /// /// This needs to run before PostProcessLayer's OnPreCull, hence why we place this code in LateUpdate. /// 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