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502 lines
24 KiB
502 lines
24 KiB
// Copyright (c) 2023 Nico de Poel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using System;
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using System.Collections;
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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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namespace FidelityFX
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{
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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 component also exposes various FSR2 parameters to the Unity inspector.
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/// </summary>
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[RequireComponent(typeof(Camera))]
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public class Fsr2ImageEffect : MonoBehaviour
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{
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public IFsr2Callbacks Callbacks { get; set; } = new Fsr2CallbacksBase();
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[Tooltip("Standard scaling ratio presets.")]
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public Fsr2.QualityMode qualityMode = Fsr2.QualityMode.Quality;
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[Tooltip("Apply RCAS sharpening to the image after upscaling.")]
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public bool performSharpenPass = true;
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[Tooltip("Strength of the sharpening effect.")]
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[Range(0, 1)] public float sharpness = 0.8f;
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[Tooltip("Allow the use of half precision compute operations, potentially improving performance if the platform supports it.")]
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public bool enableFP16 = false;
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[Header("Exposure")]
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[Tooltip("Allow an exposure value to be computed internally. When set to false, either the provided exposure texture or a default exposure value will be used.")]
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public bool enableAutoExposure = true;
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[Tooltip("Value by which the input signal will be divided, to get back to the original signal produced by the game.")]
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public float preExposure = 1.0f;
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[Tooltip("Optional 1x1 texture containing the exposure value for the current frame.")]
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public Texture exposure = null;
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[Header("Reactivity, Transparency & Composition")]
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[Tooltip("Optional texture to control the influence of the current frame on the reconstructed output. If unset, either an auto-generated or a default cleared reactive mask will be used.")]
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public Texture reactiveMask = null;
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[Tooltip("Optional texture for marking areas of specialist rendering which should be accounted for during the upscaling process. If unset, a default cleared mask will be used.")]
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public Texture transparencyAndCompositionMask = null;
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[Tooltip("Automatically generate a reactive mask based on the difference between opaque-only render output and the final render output including alpha transparencies.")]
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public bool autoGenerateReactiveMask = true;
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[Tooltip("Parameters to control the process of auto-generating a reactive mask.")]
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[SerializeField] private GenerateReactiveParameters generateReactiveParameters = new GenerateReactiveParameters();
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public GenerateReactiveParameters GenerateReactiveParams => generateReactiveParameters;
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[Serializable]
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public class GenerateReactiveParameters
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{
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[Tooltip("A value to scale the output")]
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[Range(0, 2)] public float scale = 0.5f;
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[Tooltip("A threshold value to generate a binary reactive mask")]
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[Range(0, 1)] public float cutoffThreshold = 0.2f;
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[Tooltip("A value to set for the binary reactive mask")]
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[Range(0, 1)] public float binaryValue = 0.9f;
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[Tooltip("Flags to determine how to generate the reactive mask")]
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public Fsr2.GenerateReactiveFlags flags = Fsr2.GenerateReactiveFlags.ApplyTonemap | Fsr2.GenerateReactiveFlags.ApplyThreshold | Fsr2.GenerateReactiveFlags.UseComponentsMax;
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}
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[Tooltip("(Experimental) Automatically generate and use Reactive mask and Transparency & composition mask internally.")]
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public bool autoGenerateTransparencyAndComposition = false;
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[Tooltip("Parameters to control the process of auto-generating transparency and composition masks.")]
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[SerializeField] private GenerateTcrParameters generateTransparencyAndCompositionParameters = new GenerateTcrParameters();
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public GenerateTcrParameters GenerateTcrParams => generateTransparencyAndCompositionParameters;
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[Serializable]
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public class GenerateTcrParameters
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{
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[Tooltip("Setting this value too small will cause visual instability. Larger values can cause ghosting.")]
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[Range(0, 1)] public float autoTcThreshold = 0.05f;
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[Tooltip("Smaller values will increase stability at hard edges of translucent objects.")]
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[Range(0, 2)] public float autoTcScale = 1.0f;
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[Tooltip("Larger values result in more reactive pixels.")]
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[Range(0, 10)] public float autoReactiveScale = 5.0f;
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[Tooltip("Maximum value reactivity can reach.")]
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[Range(0, 1)] public float autoReactiveMax = 0.9f;
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}
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[Header("Slave cameras")]
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public Fsr2CameraHelper[] cameraStack;
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private Fsr2Context _context;
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private Vector2Int _maxRenderSize;
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private Vector2Int _displaySize;
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private float _appliedBiasOffset;
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private bool _resetHistory;
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private readonly Fsr2.DispatchDescription _dispatchDescription = new Fsr2.DispatchDescription();
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private readonly Fsr2.GenerateReactiveDescription _genReactiveDescription = new Fsr2.GenerateReactiveDescription();
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private Fsr2ImageEffectHelper _helper;
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private Camera _renderCamera;
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private RenderTexture _originalRenderTarget;
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private DepthTextureMode _originalDepthTextureMode;
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private Rect _originalRect;
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private Fsr2.QualityMode _prevQualityMode;
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private Vector2Int _prevDisplaySize;
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private bool _prevAutoExposure;
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private CommandBuffer _dispatchCommandBuffer;
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private CommandBuffer _opaqueInputCommandBuffer;
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private RenderTexture _colorOpaqueOnly;
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private Material _copyWithDepthMaterial;
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private void OnEnable()
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{
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// Set up the original camera to output all of the required FSR2 input resources at the desired resolution
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_renderCamera = GetComponent<Camera>();
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_originalRenderTarget = _renderCamera.targetTexture;
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_originalDepthTextureMode = _renderCamera.depthTextureMode;
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_renderCamera.targetTexture = null; // Clear the camera's target texture so we can fully control how the output gets written
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_renderCamera.depthTextureMode = _originalDepthTextureMode | DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
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// Determine the desired rendering and display resolutions
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_displaySize = GetDisplaySize();
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Fsr2.GetRenderResolutionFromQualityMode(out var maxRenderWidth, out var maxRenderHeight, _displaySize.x, _displaySize.y, qualityMode);
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_maxRenderSize = new Vector2Int(maxRenderWidth, maxRenderHeight);
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if (!SystemInfo.supportsComputeShaders)
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{
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Debug.LogError("FSR2 requires compute shader support!");
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enabled = false;
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return;
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}
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if (_maxRenderSize.x == 0 || _maxRenderSize.y == 0)
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{
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Debug.LogError($"FSR2 render size is invalid: {_maxRenderSize.x}x{_maxRenderSize.y}. Please check your screen resolution and camera viewport parameters.");
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enabled = false;
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return;
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}
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_helper = GetComponent<Fsr2ImageEffectHelper>();
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_copyWithDepthMaterial = new Material(Shader.Find("Hidden/BlitCopyWithDepth"));
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CreateFsrContext();
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CreateCommandBuffers();
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if (cameraStack != null)
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{
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foreach (var cameraHelper in cameraStack)
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{
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cameraHelper.enabled = true;
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}
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}
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}
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private void OnDisable()
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{
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if (cameraStack != null)
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{
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foreach (var cameraHelper in cameraStack)
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{
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cameraHelper.enabled = false;
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}
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}
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DestroyCommandBuffers();
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DestroyFsrContext();
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if (_copyWithDepthMaterial != null)
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{
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Destroy(_copyWithDepthMaterial);
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_copyWithDepthMaterial = null;
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}
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// Restore the camera's original state
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_renderCamera.depthTextureMode = _originalDepthTextureMode;
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_renderCamera.targetTexture = _originalRenderTarget;
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}
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private void CreateFsrContext()
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{
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// Initialize FSR2 context
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Fsr2.InitializationFlags flags = 0;
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if (_renderCamera.allowHDR) flags |= Fsr2.InitializationFlags.EnableHighDynamicRange;
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if (enableFP16) flags |= Fsr2.InitializationFlags.EnableFP16Usage;
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if (enableAutoExposure) flags |= Fsr2.InitializationFlags.EnableAutoExposure;
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if (UsingDynamicResolution()) flags |= Fsr2.InitializationFlags.EnableDynamicResolution;
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_context = Fsr2.CreateContext(_displaySize, _maxRenderSize, Callbacks, flags);
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_prevDisplaySize = _displaySize;
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_prevQualityMode = qualityMode;
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_prevAutoExposure = enableAutoExposure;
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ApplyMipmapBias();
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}
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private void DestroyFsrContext()
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{
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UndoMipmapBias();
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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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private void CreateCommandBuffers()
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{
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_dispatchCommandBuffer = new CommandBuffer { name = "FSR2 Dispatch" };
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_opaqueInputCommandBuffer = new CommandBuffer { name = "FSR2 Opaque Input" };
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_renderCamera.AddCommandBuffer(CameraEvent.BeforeForwardAlpha, _opaqueInputCommandBuffer);
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}
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private void DestroyCommandBuffers()
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{
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if (_opaqueInputCommandBuffer != null)
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{
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_renderCamera.RemoveCommandBuffer(CameraEvent.BeforeForwardAlpha, _opaqueInputCommandBuffer);
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_opaqueInputCommandBuffer.Release();
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_opaqueInputCommandBuffer = null;
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}
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if (_dispatchCommandBuffer != null)
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{
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_dispatchCommandBuffer.Release();
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_dispatchCommandBuffer = null;
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}
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}
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private void ApplyMipmapBias()
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{
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// Apply a mipmap bias so that textures retain their sharpness
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float biasOffset = Fsr2.GetMipmapBiasOffset(_maxRenderSize.x, _displaySize.x);
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if (!float.IsNaN(biasOffset) && !float.IsInfinity(biasOffset))
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{
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Callbacks.ApplyMipmapBias(biasOffset);
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_appliedBiasOffset = biasOffset;
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}
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else
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{
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_appliedBiasOffset = 0f;
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}
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}
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private void UndoMipmapBias()
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{
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// Undo the current mipmap bias offset
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if (_appliedBiasOffset != 0f && !float.IsNaN(_appliedBiasOffset) && !float.IsInfinity(_appliedBiasOffset))
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{
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Callbacks.UndoMipmapBias(_appliedBiasOffset);
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_appliedBiasOffset = 0f;
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}
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}
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private void Update()
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{
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// Monitor for any changes in parameters that require a reset of the FSR2 context
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var displaySize = GetDisplaySize();
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if (displaySize.x != _prevDisplaySize.x || displaySize.y != _prevDisplaySize.y || qualityMode != _prevQualityMode || enableAutoExposure != _prevAutoExposure)
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{
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// Force all resources to be destroyed and recreated with the new settings
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OnDisable();
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OnEnable();
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}
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if (cameraStack != null)
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{
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int numCams = cameraStack.Length;
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for (int i = 0; i < numCams; ++i)
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{
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cameraStack[i].qualityMode = qualityMode;
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}
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}
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}
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public void ResetHistory()
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{
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// Reset the temporal accumulation, for when the camera cuts to a different location or angle
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_resetHistory = true;
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}
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private void LateUpdate()
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{
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// Remember the original camera viewport before we modify it in OnPreCull
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_originalRect = _renderCamera.rect;
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}
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private void OnPreCull()
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{
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if (_helper == null || !_helper.enabled)
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{
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// Render to a smaller portion of the screen by manipulating the camera's viewport rect
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_renderCamera.aspect = (_displaySize.x * _originalRect.width) / (_displaySize.y * _originalRect.height);
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_renderCamera.rect = new Rect(0, 0, _originalRect.width * _maxRenderSize.x / _renderCamera.pixelWidth, _originalRect.height * _maxRenderSize.y / _renderCamera.pixelHeight);
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}
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// Set up the opaque-only command buffer to make a copy of the camera color buffer right before transparent drawing starts
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_opaqueInputCommandBuffer.Clear();
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if (autoGenerateReactiveMask || autoGenerateTransparencyAndComposition)
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{
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var scaledRenderSize = GetScaledRenderSize();
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_colorOpaqueOnly = RenderTexture.GetTemporary(scaledRenderSize.x, scaledRenderSize.y, 0, GetDefaultFormat());
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_opaqueInputCommandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, _colorOpaqueOnly);
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}
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if (autoGenerateReactiveMask)
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{
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SetupAutoReactiveDescription();
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}
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SetupDispatchDescription();
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ApplyJitter();
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}
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private void SetupDispatchDescription()
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{
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// Set up the main FSR2 dispatch parameters
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// The input and output textures are left blank here, as they get bound directly through SetGlobalTexture and GetTemporaryRT elsewhere in this source file
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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.Exposure = null;
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_dispatchDescription.Reactive = null;
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_dispatchDescription.TransparencyAndComposition = null;
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if (!enableAutoExposure && exposure != null) _dispatchDescription.Exposure = exposure;
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if (reactiveMask != null) _dispatchDescription.Reactive = reactiveMask;
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if (transparencyAndCompositionMask != null) _dispatchDescription.TransparencyAndComposition = transparencyAndCompositionMask;
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var scaledRenderSize = GetScaledRenderSize();
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_dispatchDescription.Output = null;
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_dispatchDescription.PreExposure = preExposure;
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_dispatchDescription.EnableSharpening = performSharpenPass;
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_dispatchDescription.Sharpness = sharpness;
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_dispatchDescription.MotionVectorScale.x = -scaledRenderSize.x;
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_dispatchDescription.MotionVectorScale.y = -scaledRenderSize.y;
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_dispatchDescription.RenderSize = scaledRenderSize;
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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 = _resetHistory;
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_resetHistory = false;
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// Set up the parameters for the optional experimental auto-TCR feature
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_dispatchDescription.EnableAutoReactive = autoGenerateTransparencyAndComposition;
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if (autoGenerateTransparencyAndComposition)
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{
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_dispatchDescription.ColorOpaqueOnly = _colorOpaqueOnly;
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_dispatchDescription.AutoTcThreshold = generateTransparencyAndCompositionParameters.autoTcThreshold;
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_dispatchDescription.AutoTcScale = generateTransparencyAndCompositionParameters.autoTcScale;
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_dispatchDescription.AutoReactiveScale = generateTransparencyAndCompositionParameters.autoReactiveScale;
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_dispatchDescription.AutoReactiveMax = generateTransparencyAndCompositionParameters.autoReactiveMax;
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}
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if (SystemInfo.usesReversedZBuffer)
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{
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// Swap the near and far clip plane distances as FSR2 expects this when using inverted depth
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(_dispatchDescription.CameraNear, _dispatchDescription.CameraFar) = (_dispatchDescription.CameraFar, _dispatchDescription.CameraNear);
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}
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}
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private void SetupAutoReactiveDescription()
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{
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// Set up the parameters to auto-generate a reactive mask
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_genReactiveDescription.ColorOpaqueOnly = _colorOpaqueOnly;
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_genReactiveDescription.ColorPreUpscale = null;
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_genReactiveDescription.OutReactive = null;
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_genReactiveDescription.RenderSize = GetScaledRenderSize();
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_genReactiveDescription.Scale = generateReactiveParameters.scale;
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_genReactiveDescription.CutoffThreshold = generateReactiveParameters.cutoffThreshold;
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_genReactiveDescription.BinaryValue = generateReactiveParameters.binaryValue;
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_genReactiveDescription.Flags = generateReactiveParameters.flags;
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}
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private void ApplyJitter()
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{
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var scaledRenderSize = GetScaledRenderSize();
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// Perform custom jittering of the camera's projection matrix according to FSR2's recipe
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int jitterPhaseCount = Fsr2.GetJitterPhaseCount(scaledRenderSize.x, _displaySize.x);
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Fsr2.GetJitterOffset(out float jitterX, out float jitterY, Time.frameCount, jitterPhaseCount);
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_dispatchDescription.JitterOffset = new Vector2(jitterX, jitterY);
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jitterX = 2.0f * jitterX / scaledRenderSize.x;
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jitterY = 2.0f * jitterY / scaledRenderSize.y;
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var jitterTranslationMatrix = Matrix4x4.Translate(new Vector3(jitterX, jitterY, 0));
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_renderCamera.nonJitteredProjectionMatrix = _renderCamera.projectionMatrix;
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_renderCamera.projectionMatrix = jitterTranslationMatrix * _renderCamera.nonJitteredProjectionMatrix;
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_renderCamera.useJitteredProjectionMatrixForTransparentRendering = true;
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}
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private void OnRenderImage(RenderTexture src, RenderTexture dest)
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{
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// Restore the camera's viewport rect so we can output at full resolution
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_renderCamera.rect = _originalRect;
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_renderCamera.ResetProjectionMatrix();
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// Update the input resource descriptions
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_dispatchDescription.InputResourceSize = new Vector2Int(src.width, src.height);
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_dispatchCommandBuffer.Clear();
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_dispatchCommandBuffer.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Color);
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_dispatchCommandBuffer.SetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
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_dispatchCommandBuffer.SetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors);
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if (autoGenerateReactiveMask)
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{
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// The auto-reactive mask pass is executed separately from the main FSR2 passes
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var scaledRenderSize = GetScaledRenderSize();
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_dispatchCommandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavAutoReactive, scaledRenderSize.x, scaledRenderSize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
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_context.GenerateReactiveMask(_genReactiveDescription, _dispatchCommandBuffer);
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_dispatchDescription.Reactive = Fsr2ShaderIDs.UavAutoReactive;
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}
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// The backbuffer is not set up to allow random-write access, so we need a temporary render texture for FSR2 to output to
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_dispatchCommandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput, _displaySize.x, _displaySize.y, 0, default, GetDefaultFormat(), default, 1, true);
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_context.Dispatch(_dispatchDescription, _dispatchCommandBuffer);
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// Output the upscaled image
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if (_originalRenderTarget != null)
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{
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// Output to the camera target texture, passing through depth and motion vectors
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_dispatchCommandBuffer.SetGlobalTexture("_DepthTex", BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
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_dispatchCommandBuffer.Blit(Fsr2ShaderIDs.UavUpscaledOutput, _originalRenderTarget, _copyWithDepthMaterial);
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}
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else
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{
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// Output directly to the backbuffer
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_dispatchCommandBuffer.Blit(Fsr2ShaderIDs.UavUpscaledOutput, dest);
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}
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_dispatchCommandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput);
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_dispatchCommandBuffer.ReleaseTemporaryRT(Fsr2ShaderIDs.UavAutoReactive);
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Graphics.ExecuteCommandBuffer(_dispatchCommandBuffer);
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if (_colorOpaqueOnly != null)
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{
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RenderTexture.ReleaseTemporary(_colorOpaqueOnly);
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_colorOpaqueOnly = null;
|
|
}
|
|
|
|
// Shut up the Unity warning about not writing to the destination texture
|
|
RenderTexture.active = dest;
|
|
}
|
|
|
|
private RenderTextureFormat GetDefaultFormat()
|
|
{
|
|
if (_originalRenderTarget != null)
|
|
return _originalRenderTarget.format;
|
|
|
|
return _renderCamera.allowHDR ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
|
|
}
|
|
|
|
private Vector2Int GetDisplaySize()
|
|
{
|
|
if (_originalRenderTarget != null)
|
|
return new Vector2Int(_originalRenderTarget.width, _originalRenderTarget.height);
|
|
|
|
return new Vector2Int(_renderCamera.pixelWidth, _renderCamera.pixelHeight);
|
|
}
|
|
|
|
private bool UsingDynamicResolution()
|
|
{
|
|
return _renderCamera.allowDynamicResolution || (_originalRenderTarget != null && _originalRenderTarget.useDynamicScale);
|
|
}
|
|
|
|
private Vector2Int GetScaledRenderSize()
|
|
{
|
|
if (UsingDynamicResolution())
|
|
return new Vector2Int(Mathf.CeilToInt(_maxRenderSize.x * ScalableBufferManager.widthScaleFactor), Mathf.CeilToInt(_maxRenderSize.y * ScalableBufferManager.heightScaleFactor));
|
|
|
|
return _maxRenderSize;
|
|
}
|
|
}
|
|
}
|