You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
142 lines
5.2 KiB
142 lines
5.2 KiB
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;
|
|
|
|
[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 _outputRT;
|
|
|
|
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;
|
|
|
|
RenderPipelineManager.endContextRendering += OnEndContextRendering;
|
|
|
|
// TODO: destroy and recreate context on screen resolution and/or quality mode change
|
|
_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
|
|
_outputRT = new RenderTexture(DisplaySize.x, DisplaySize.y, 24, RenderTextureFormat.ARGBHalf) { name = "FSR2 Upscaled Output", enableRandomWrite = true };
|
|
_outputRT.Create();
|
|
}
|
|
|
|
private void OnDisable()
|
|
{
|
|
if (_outputRT != null)
|
|
{
|
|
_outputRT.Release();
|
|
_outputRT = null;
|
|
}
|
|
|
|
if (_context != null)
|
|
{
|
|
_context.Destroy();
|
|
_context = null;
|
|
}
|
|
|
|
RenderPipelineManager.endContextRendering -= OnEndContextRendering;
|
|
}
|
|
|
|
public void SetJitterOffset(Vector2 jitterOffset)
|
|
{
|
|
_dispatchDescription.JitterOffset = jitterOffset;
|
|
}
|
|
|
|
// For scriptable rendering pipeline
|
|
private void OnEndContextRendering(ScriptableRenderContext context, List<Camera> cameras)
|
|
{
|
|
Debug.Log($"OnEndContentRendering, cameras = {string.Join(", ", cameras.Select(c => c.name))}");
|
|
}
|
|
|
|
// For legacy built-in render pipeline
|
|
private void OnRenderImage(RenderTexture src, RenderTexture dest)
|
|
{
|
|
var renderBuffer = gameCamera.targetTexture;
|
|
|
|
// 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
|
|
var motionVectors = RenderTexture.GetTemporary(renderBuffer.width, renderBuffer.height, 0, RenderTextureFormat.RGHalf);
|
|
Graphics.Blit(renderBuffer, motionVectors, CopyMotionVectorsMaterial);
|
|
|
|
_dispatchDescription.ColorDepth = renderBuffer;
|
|
_dispatchDescription.MotionVectors = motionVectors;
|
|
_dispatchDescription.Output = _outputRT;
|
|
_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
|
|
|
|
_context.Dispatch(_dispatchDescription);
|
|
|
|
RenderTexture.ReleaseTemporary(motionVectors);
|
|
|
|
// Output upscaled image to screen
|
|
// TODO: we should probably use a shader to include depth & motion vectors into the output
|
|
Graphics.Blit(_outputRT, dest);
|
|
}
|
|
}
|