FSR2 tests in Unity based on built-in render pipeline
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// Copyright (c) 2023 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
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// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System.Collections;
using UnityEngine;
namespace FidelityFX
{
/// <summary>
/// Small helper script to be used in conjunction with the Fsr2ImageEffect script.
/// The FSR2 image effect needs to be the last effect in the post-processing chain but for render scaling to work properly, it also needs to be the first to execute OnPreCull.
/// Unfortunately altering the script execution order does not affect the order in which OnPreCull is executed. Only the order of scripts on the same game object matters.
///
/// When combining FSR2 upscaling with other post-processing effects (most notably Unity's Post-Processing Stack V2),
/// this script should be added to the same camera and moved up above any other scripts that have an OnPreCull method.
/// </summary>
[RequireComponent(typeof(Camera), typeof(Fsr2ImageEffect))]
public class Fsr2ImageEffectHelper : MonoBehaviour
{
private Camera _renderCamera;
private Fsr2ImageEffect _imageEffect;
private void OnEnable()
{
_renderCamera = GetComponent<Camera>();
_imageEffect = GetComponent<Fsr2ImageEffect>();
}
private void OnPreCull()
{
if (_imageEffect == null || !_imageEffect.enabled)
return;
var originalRect = _renderCamera.rect;
float upscaleRatio = Fsr2.GetUpscaleRatioFromQualityMode(_imageEffect.qualityMode);
// Render to a smaller portion of the screen by manipulating the camera's viewport rect
_renderCamera.rect = new Rect(0, 0, originalRect.width / upscaleRatio, originalRect.height / upscaleRatio);
}
}
}