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 FidelityFX;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
/// <summary>
/// This class is responsible for hooking into various Unity events and translating them to the FSR2 subsystem.
/// This includes creation and destruction of the FSR2 context, as well as dispatching commands at the right time.
/// This class also exposes various FSR2 parameters to the Unity inspector.
/// </summary>
public class Fsr2Controller : MonoBehaviour
{
[SerializeField]
private bool performSharpenPass = true;
[SerializeField, Range(0, 1)]
private float sharpness = 0.8f;
[SerializeField]
private bool reset;
[HideInInspector]
public Camera gameCamera;
[HideInInspector]
public Camera outputCamera;
[HideInInspector]
public float renderScale;
private bool _started;
private Vector2Int DisplaySize => new Vector2Int(Screen.width, Screen.height);
private Vector2Int RenderSize => new Vector2Int(Mathf.FloorToInt(Screen.width * renderScale), Mathf.FloorToInt(Screen.height * renderScale));
private Fsr2Context _context;
private readonly Fsr2.DispatchDescription _dispatchDescription = new Fsr2.DispatchDescription();
private RenderTexture _upscaledOutput;
private Material _copyMotionMat;
private Material CopyMotionVectorsMaterial
{
get
{
if (_copyMotionMat == null)
{
var copyMotionShader = Fsr2.GlobalCallbacks.LoadShader("Shaders/FSR2_CopyMotionVectors");
_copyMotionMat = new Material(copyMotionShader);
}
return _copyMotionMat;
}
}
private void Start()
{
_started = true;
OnEnable();
}
private void OnEnable()
{
// Delay OnEnable until we're sure all fields and properties are set
if (!_started)
return;
_context = Fsr2.CreateContext(DisplaySize, RenderSize, Fsr2.InitializationFlags.EnableMotionVectorsJitterCancellation);
// TODO: do we need a depth buffer for the output? We will need depth & motion vectors for subsequent post-FX. How should FSR2 output these?
// TODO: can probably be a temporary RT
_upscaledOutput = new RenderTexture(DisplaySize.x, DisplaySize.y, 0, RenderTextureFormat.ARGBHalf) { name = "FSR2 Upscaled Output", enableRandomWrite = true };
_upscaledOutput.Create();
}
private void OnDisable()
{
if (_upscaledOutput != null)
{
_upscaledOutput.Release();
_upscaledOutput = null;
}
if (_context != null)
{
_context.Destroy();
_context = null;
}
}
public void SetJitterOffset(Vector2 jitterOffset)
{
_dispatchDescription.JitterOffset = jitterOffset;
}
// For legacy built-in render pipeline
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
var renderBuffer = gameCamera.targetTexture;
var commandBuffer = new CommandBuffer { name = "FSR2" };
int motionVectorsId = Shader.PropertyToID("r_input_motion_vectors");
int upscaledOutputId = Shader.PropertyToID("rw_upscaled_output");
// I hate having to allocate extra RTs just to duplicate already existing Unity render buffers, but AFAIK there is no way to directly address motion vectors from code
// TODO: or can we? Look at RenderTargetIdentifier.MotionVectors with SetGlobalTexture!! (Possibly in gameCamera OnRenderImage)
commandBuffer.GetTemporaryRT(motionVectorsId, renderBuffer.width, renderBuffer.height, 0, default, RenderTextureFormat.RGHalf);
commandBuffer.Blit(renderBuffer, motionVectorsId, CopyMotionVectorsMaterial);
if (dest != null)
{
// We have more image effects lined up after this, so FSR2 can output straight to the intermediate render texture
// TODO: we should probably use a shader to include depth & motion vectors into the output
commandBuffer.SetGlobalTexture(upscaledOutputId, dest);
}
else
{
// We are rendering to the backbuffer, so we need a temporary render texture for FSR2 to output to
commandBuffer.GetTemporaryRT(upscaledOutputId, DisplaySize.x, DisplaySize.y, 0, default, GraphicsFormat.R16G16B16A16_SFloat, 1, true);
}
_dispatchDescription.ColorDepth = renderBuffer;
_dispatchDescription.MotionVectors = null;
_dispatchDescription.Output = null;
_dispatchDescription.Exposure = null;
_dispatchDescription.Reactive = null;
_dispatchDescription.PreExposure = 0;
_dispatchDescription.EnableSharpening = performSharpenPass;
_dispatchDescription.Sharpness = sharpness;
_dispatchDescription.MotionVectorScale.x = -gameCamera.pixelWidth;
_dispatchDescription.MotionVectorScale.y = -gameCamera.pixelHeight;
_dispatchDescription.RenderSize = RenderSize;
_dispatchDescription.FrameTimeDelta = Time.unscaledDeltaTime;
_dispatchDescription.CameraNear = gameCamera.nearClipPlane;
_dispatchDescription.CameraFar = gameCamera.farClipPlane;
_dispatchDescription.CameraFovAngleVertical = gameCamera.fieldOfView * Mathf.Deg2Rad;
_dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity
_dispatchDescription.Reset = reset;
reset = false;
_context.Dispatch(_dispatchDescription, commandBuffer);
// Output upscaled image to screen
// TODO: if `dest` is null, we likely don't care about the depth & motion vectors anymore
if (dest == null)
{
commandBuffer.Blit(upscaledOutputId, dest);
commandBuffer.ReleaseTemporaryRT(upscaledOutputId);
}
commandBuffer.ReleaseTemporaryRT(motionVectorsId);
Graphics.ExecuteCommandBuffer(commandBuffer);
commandBuffer.Release();
// Shut up the Unity warning about not writing to the destination texture
Graphics.SetRenderTarget(dest);
}
}