FSR2 tests in Unity based on built-in render pipeline
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using System;
using UnityEngine;
namespace FidelityFX
{
public static class Fsr2
{
// Allow overriding of certain Unity resource management behaviors by the programmer
public static Fsr2Callbacks Callbacks { get; set; } = new Fsr2Callbacks();
public enum QualityMode
{
Quality = 1,
Balanced = 2,
Performance = 3,
UltraPerformance = 4,
}
[Flags]
public enum InitializationFlagBits
{
EnableHighDynamicRange = 1 << 0,
EnableDisplayResolutionMotionVectors = 1 << 1,
EnableMotionVectorsJitterCancellation = 1 << 2,
EnableDepthInverted = 1 << 3,
EnableDepthInfinite = 1 << 4,
EnableAutoExposure = 1 << 5,
EnableDynamicResolution = 1 << 6,
EnableTexture1DUsage = 1 << 7,
}
public static Fsr2Context CreateContext()
{
var context = new Fsr2Context();
context.Create(Callbacks);
return context;
}
public static float GetUpscaleRatioFromQualityMode(QualityMode qualityMode)
{
switch (qualityMode)
{
case QualityMode.Quality:
return 1.5f;
case QualityMode.Balanced:
return 1.7f;
case QualityMode.Performance:
return 2.0f;
case QualityMode.UltraPerformance:
return 3.0f;
default:
return 1.0f;
}
}
public static void GetRenderResolutionFromQualityMode(
out uint renderWidth, out uint renderHeight,
int displayWidth, int displayHeight, QualityMode qualityMode)
{
float ratio = GetUpscaleRatioFromQualityMode(qualityMode);
renderWidth = (uint)(displayWidth / ratio);
renderHeight = (uint)(displayHeight / ratio);
}
public static int GetJitterPhaseCount(int renderWidth, int displayWidth)
{
const float basePhaseCount = 8.0f;
int jitterPhaseCount = (int)(basePhaseCount * Mathf.Pow((float)displayWidth / renderWidth, 2.0f));
return jitterPhaseCount;
}
public static void GetJitterOffset(out float outX, out float outY, int index, int phaseCount)
{
outX = Halton((index % phaseCount) + 1, 2) - 0.5f;
outY = Halton((index % phaseCount) + 1, 3) - 0.5f;
}
// Calculate halton number for index and base.
private static float Halton(int index, int @base)
{
float f = 1.0f, result = 0.0f;
for (int currentIndex = index; currentIndex > 0;) {
f /= @base;
result += f * (currentIndex % @base);
currentIndex = (int)Mathf.Floor((float)currentIndex / @base);
}
return result;
}
}
}