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127 lines
4.7 KiB
127 lines
4.7 KiB
using System.Collections;
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using System.Collections.Generic;
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using FidelityFX;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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/// <summary>
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/// This class is responsible for hooking into various Unity events and translating them to the FSR2 subsystem.
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/// This includes creation and destruction of the FSR2 context, as well as dispatching commands at the right time.
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/// This class also exposes various FSR2 parameters to the Unity inspector.
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/// </summary>
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public class Fsr2Controller : MonoBehaviour // TODO: rename this to Fsr2Dispatcher and move most of the functionality to Fsr2Controller (now SubsampleTest)
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{
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[SerializeField]
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private bool performSharpenPass = true;
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[SerializeField, Range(0, 1)]
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private float sharpness = 0.8f;
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[SerializeField]
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private bool reset;
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[HideInInspector]
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public Camera renderCamera;
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[HideInInspector]
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public float renderScale;
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private bool _started;
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private Vector2Int DisplaySize => new Vector2Int(Screen.width, Screen.height);
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private Vector2Int RenderSize => new Vector2Int(Mathf.FloorToInt(Screen.width * renderScale), Mathf.FloorToInt(Screen.height * renderScale));
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private Fsr2Context _context;
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private readonly Fsr2.DispatchDescription _dispatchDescription = new Fsr2.DispatchDescription();
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private CommandBuffer _commandBuffer;
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private void Start()
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{
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_started = true;
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OnEnable();
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}
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private void OnEnable()
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{
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// Delay OnEnable until we're sure all fields and properties are set
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if (!_started)
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return;
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_context = Fsr2.CreateContext(DisplaySize, RenderSize, Fsr2.InitializationFlags.EnableMotionVectorsJitterCancellation);
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_commandBuffer = new CommandBuffer { name = "FSR2 Dispatch" };
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}
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private void OnDisable()
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{
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if (_commandBuffer != null)
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{
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_commandBuffer.Release();
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_commandBuffer = null;
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}
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if (_context != null)
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{
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_context.Destroy();
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_context = null;
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}
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}
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public void SetJitterOffset(Vector2 jitterOffset)
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{
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_dispatchDescription.JitterOffset = jitterOffset;
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}
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// For legacy built-in render pipeline
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private void OnRenderImage(RenderTexture src, RenderTexture dest)
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{
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_commandBuffer.Clear();
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if (dest != null)
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{
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// We have more image effects lined up after this, so FSR2 can output straight to the intermediate render texture
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// TODO: we should probably use a shader to include depth & motion vectors into the output
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_commandBuffer.SetGlobalTexture(Fsr2Pipeline.UavUpscaledOutput, dest);
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}
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else
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{
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// We are rendering to the backbuffer, so we need a temporary render texture for FSR2 to output to
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_commandBuffer.GetTemporaryRT(Fsr2Pipeline.UavUpscaledOutput, DisplaySize.x, DisplaySize.y, 0, default, GraphicsFormat.R16G16B16A16_SFloat, 1, true);
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}
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_dispatchDescription.Color = null;
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_dispatchDescription.Depth = null;
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_dispatchDescription.MotionVectors = null;
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_dispatchDescription.Output = null;
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_dispatchDescription.Exposure = null;
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_dispatchDescription.Reactive = null;
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_dispatchDescription.PreExposure = 0;
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_dispatchDescription.EnableSharpening = performSharpenPass;
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_dispatchDescription.Sharpness = sharpness;
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_dispatchDescription.MotionVectorScale.x = -renderCamera.pixelWidth;
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_dispatchDescription.MotionVectorScale.y = -renderCamera.pixelHeight;
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_dispatchDescription.RenderSize = RenderSize;
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_dispatchDescription.FrameTimeDelta = Time.unscaledDeltaTime;
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_dispatchDescription.CameraNear = renderCamera.nearClipPlane;
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_dispatchDescription.CameraFar = renderCamera.farClipPlane;
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_dispatchDescription.CameraFovAngleVertical = renderCamera.fieldOfView * Mathf.Deg2Rad;
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_dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity
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_dispatchDescription.Reset = reset;
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reset = false;
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_context.Dispatch(_dispatchDescription, _commandBuffer);
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// Output upscaled image to screen
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// TODO: if `dest` is null, we likely don't care about the depth & motion vectors anymore
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if (dest == null)
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{
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_commandBuffer.Blit(Fsr2Pipeline.UavUpscaledOutput, dest);
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_commandBuffer.ReleaseTemporaryRT(Fsr2Pipeline.UavUpscaledOutput);
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}
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Graphics.ExecuteCommandBuffer(_commandBuffer);
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// Shut up the Unity warning about not writing to the destination texture
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Graphics.SetRenderTarget(dest);
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}
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}
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