FSR2 tests in Unity based on built-in render pipeline
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
public class FSR2Thing : MonoBehaviour
{
[SerializeField]
private bool performSharpenPass = true;
[HideInInspector]
public Camera gameCamera;
[HideInInspector]
public Camera outputCamera;
[HideInInspector]
public float renderScale;
private RenderTexture _upscaleRT;
private RenderTexture _rcasOutput;
private Material _testMaterial;
private Material TestMaterial
{
get
{
if (_testMaterial == null)
{
var testShader = Shader.Find("FSR2/FSRTest");
_testMaterial = new Material(testShader);
}
return _testMaterial;
}
}
private ComputeShader _rcasComputeShader;
private ComputeShader RCASComputeShader
{
get
{
if (_rcasComputeShader == null)
{
// TODO: this is nasty, I don't like this. How do we manage/bind compute shaders best?
// GPUInstancer used Resources, we modified that to load stuff from asset bundles instead. Maybe provide a custom loader callback interface?
_rcasComputeShader = Resources.Load<ComputeShader>("Shaders/ffx_fsr2_rcas_pass");
}
return _rcasComputeShader;
}
}
private void OnEnable()
{
RenderPipelineManager.endContextRendering += OnEndContextRendering;
_upscaleRT = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.ARGBHalf);
_upscaleRT.Create();
_rcasOutput = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.ARGBHalf);
_rcasOutput.enableRandomWrite = true;
_rcasOutput.Create();
}
private void OnDisable()
{
_rcasOutput.Release();
_upscaleRT.Release();
RenderPipelineManager.endContextRendering -= OnEndContextRendering;
}
// For scriptable rendering pipeline
private void OnEndContextRendering(ScriptableRenderContext context, List<Camera> cameras)
{
Debug.Log($"OnEndContentRendering, cameras = {string.Join(", ", cameras.Select(c => c.name))}");
}
// For legacy built-in render pipeline
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
// Do a dumb upscale first
Graphics.Blit(gameCamera.targetTexture, _upscaleRT, TestMaterial);
if (performSharpenPass)
{
// Run the RCAS sharpening filter on the upscaled image
int rcasKernel = RCASComputeShader.FindKernel("CS");
RCASComputeShader.SetTexture(rcasKernel, "r_rcas_input", _upscaleRT);
RCASComputeShader.SetTexture(rcasKernel, "rw_upscaled_output", _rcasOutput);
RCASComputeShader.Dispatch(rcasKernel, Screen.width, Screen.height, 1); // TODO: not sure how these thread groups work...
// Output sharpened image to screen
Graphics.Blit(_rcasOutput, dest);
}
else
{
Graphics.Blit(_upscaleRT, dest);
}
}
}