FSR2 tests in Unity based on built-in render pipeline
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// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// 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
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#define FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY 0
#define FSR3UPSCALER_BIND_SRV_INPUT_COLOR 1
#define FSR3UPSCALER_BIND_UAV_AUTOREACTIVE 0
#define FSR3UPSCALER_BIND_CB_FSR3UPSCALER 0
#define FSR3UPSCALER_BIND_CB_REACTIVE 1
#include "fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h"
#include "fsr3upscaler/ffx_fsr3upscaler_common.h"
#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
#define FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH 8
#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH
#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
#define FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT 8
#endif // FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT
#ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
#define FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH 1
#endif // #ifndef FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH
#ifndef FFX_FSR3UPSCALER_NUM_THREADS
#define FFX_FSR3UPSCALER_NUM_THREADS [numthreads(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT, FFX_FSR3UPSCALER_THREAD_GROUP_DEPTH)]
#endif // #ifndef FFX_FSR3UPSCALER_NUM_THREADS
FFX_FSR3UPSCALER_NUM_THREADS
FFX_FSR3UPSCALER_EMBED_ROOTSIG_CONTENT
void CS(uint2 uGroupId : SV_GroupID, uint2 uGroupThreadId : SV_GroupThreadID)
{
uint2 uDispatchThreadId = uGroupId * uint2(FFX_FSR3UPSCALER_THREAD_GROUP_WIDTH, FFX_FSR3UPSCALER_THREAD_GROUP_HEIGHT) + uGroupThreadId;
float3 ColorPreAlpha = LoadOpaqueOnly( FFX_MIN16_I2(uDispatchThreadId) ).rgb;
float3 ColorPostAlpha = LoadInputColor(uDispatchThreadId).rgb;
if (GenReactiveFlags() & FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_TONEMAP)
{
ColorPreAlpha = Tonemap(ColorPreAlpha);
ColorPostAlpha = Tonemap(ColorPostAlpha);
}
if (GenReactiveFlags() & FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_INVERSETONEMAP)
{
ColorPreAlpha = InverseTonemap(ColorPreAlpha);
ColorPostAlpha = InverseTonemap(ColorPostAlpha);
}
float out_reactive_value = 0.f;
float3 delta = abs(ColorPostAlpha - ColorPreAlpha);
out_reactive_value = (GenReactiveFlags() & FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_USE_COMPONENTS_MAX) ? max(delta.x, max(delta.y, delta.z)) : length(delta);
out_reactive_value *= GenReactiveScale();
out_reactive_value = (GenReactiveFlags() & FFX_FSR3UPSCALER_AUTOREACTIVEFLAGS_APPLY_THRESHOLD) ? (out_reactive_value < GenReactiveThreshold() ? 0 : GenReactiveBinaryValue()) : out_reactive_value;
rw_output_autoreactive[uDispatchThreadId] = out_reactive_value;
}