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94 lines
3.8 KiB
94 lines
3.8 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 UnityEngine;
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namespace FidelityFX
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{
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/// <summary>
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/// A collection of callbacks required by the FSR3 Upscaler process.
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/// This allows some customization by the game dev on how to integrate FSR3 upscaling into their own game setup.
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/// </summary>
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public interface IFsr3UpscalerCallbacks
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{
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ComputeShader LoadComputeShader(string name);
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void UnloadComputeShader(ComputeShader shader);
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/// <summary>
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/// Apply a mipmap bias to in-game textures to prevent them from becoming blurry as the internal rendering resolution lowers.
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/// This will need to be customized on a per-game basis, as there is no clear universal way to determine what are "in-game" textures.
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/// The default implementation will simply apply a mipmap bias to all 2D textures, which will include things like UI textures and which might miss things like terrain texture arrays.
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///
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/// Depending on how your game organizes its assets, you will want to create a filter that more specifically selects the textures that need to have this mipmap bias applied.
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/// You may also want to store the bias offset value and apply it to any assets that are loaded in on demand.
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/// </summary>
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void ApplyMipmapBias(float biasOffset);
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void UndoMipmapBias();
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}
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/// <summary>
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/// Default implementation of IFsr3UpscalerCallbacks using simple Resources calls.
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/// These are fine for testing but a proper game will want to extend and override these methods.
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/// </summary>
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public class Fsr3UpscalerCallbacksBase: IFsr3UpscalerCallbacks
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{
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protected float CurrentBiasOffset = 0;
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public virtual ComputeShader LoadComputeShader(string name)
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{
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return Resources.Load<ComputeShader>(name);
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}
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public virtual void UnloadComputeShader(ComputeShader shader)
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{
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Resources.UnloadAsset(shader);
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}
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public virtual void ApplyMipmapBias(float biasOffset)
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{
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if (float.IsNaN(biasOffset) || float.IsInfinity(biasOffset))
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return;
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CurrentBiasOffset += biasOffset;
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if (Mathf.Approximately(CurrentBiasOffset, 0f))
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{
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CurrentBiasOffset = 0f;
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}
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foreach (var texture in Resources.FindObjectsOfTypeAll<Texture2D>())
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{
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if (texture.mipmapCount <= 1)
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continue;
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texture.mipMapBias += biasOffset;
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}
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}
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public virtual void UndoMipmapBias()
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{
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if (CurrentBiasOffset == 0f)
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return;
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ApplyMipmapBias(-CurrentBiasOffset);
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}
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}
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}
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