3 changed files with 87 additions and 0 deletions
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1Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling.cs
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83Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler_2PassCS.cs
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3Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler_2PassCS.cs.meta
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using System.Runtime.InteropServices; |
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namespace UnityEngine.Rendering.PostProcessing |
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{ |
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internal class SGSR2Upscaler_2PassCS: SGSR2Upscaler |
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{ |
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public override void Render(PostProcessRenderContext context, Upscaling config) |
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{ |
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var cmd = context.command; |
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cmd.BeginSample("SGSR2 2-Pass CS"); |
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ref var parms = ref _paramsBuffer.Value; |
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parms.renderSize = config.GetScaledRenderSize(context.camera); |
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parms.displaySize = config.UpscaleSize; |
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parms.renderSizeRcp = new Vector2(1.0f / parms.renderSize.x, 1.0f / parms.renderSize.y); |
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parms.displaySizeRcp = new Vector2(1.0f / parms.displaySize.x, 1.0f / parms.displaySize.y); |
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parms.jitterOffset = config.JitterOffset; |
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parms.clipToPrevClip = Matrix4x4.identity; // TODO: clipToPrevClip => (previous_view_proj * inv_vp)
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parms.preExposure = config.preExposure; |
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parms.cameraFovAngleHor = Mathf.Tan(context.camera.fieldOfView * Mathf.Deg2Rad * 0.5f) * (float)parms.renderSize.x / parms.renderSize.y; |
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parms.cameraNear = context.camera.nearClipPlane; |
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parms.minLerpContribution = 0f; |
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parms.bSameCamera = 0u; |
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parms.reset = config.Reset ? 1u : 0u; |
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_paramsBuffer.UpdateBufferData(cmd); |
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if (_frameCount == 0 || config.Reset) |
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{ |
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cmd.SetRenderTarget(_lumaHistory[0]); |
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cmd.ClearRenderTarget(false, true, Color.clear); |
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cmd.SetRenderTarget(_lumaHistory[1]); |
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cmd.ClearRenderTarget(false, true, Color.clear); |
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cmd.SetRenderTarget(_upscaleHistory[0]); |
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cmd.ClearRenderTarget(false, true, Color.clear); |
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cmd.SetRenderTarget(_upscaleHistory[1]); |
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cmd.ClearRenderTarget(false, true, Color.clear); |
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} |
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Convert(cmd, context, config); |
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Upscale(cmd, context); |
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cmd.EndSample("SGSR2 2-Pass CS"); |
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_frameCount++; |
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} |
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private void Convert(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config) |
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{ |
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var shader = context.resources.computeShaders.sgsr2Upscaler.twoPassCompute.convert; |
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int kernelIndex = shader.FindKernel("CS"); |
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cmd.SetComputeConstantBufferParam(shader, "Params", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>()); |
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cmd.SetComputeTextureParam(shader, kernelIndex, "InputColor", context.source); |
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cmd.SetComputeTextureParam(shader, kernelIndex, "InputDepth", BuiltinRenderTextureType.CameraTarget, 0, RenderTextureSubElement.Depth); |
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cmd.SetComputeTextureParam(shader, kernelIndex, "InputVelocity", BuiltinRenderTextureType.MotionVectors); |
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cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthClipAlphaBuffer", _motionDepthClipAlpha); |
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cmd.SetComputeTextureParam(shader, kernelIndex, "YCoCgColor", _colorLuma); |
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const int threadGroupWorkRegionDim = 8; |
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int dispatchSrcX = (_paramsBuffer.Value.renderSize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim; |
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int dispatchSrcY = (_paramsBuffer.Value.renderSize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim; |
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cmd.DispatchCompute(shader, kernelIndex, dispatchSrcX, dispatchSrcY, 1); |
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} |
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private void Upscale(CommandBuffer cmd, PostProcessRenderContext context) |
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{ |
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var shader = context.resources.computeShaders.sgsr2Upscaler.twoPassCompute.upscale; |
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int kernelIndex = shader.FindKernel("CS"); |
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uint frameIndex = _frameCount % 2; |
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cmd.SetComputeConstantBufferParam(shader, "Params", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>()); |
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cmd.SetComputeTextureParam(shader, kernelIndex, "PrevHistoryOutput", _upscaleHistory[frameIndex ^ 1]); |
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cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthClipAlphaBuffer", _motionDepthClipAlpha); |
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cmd.SetComputeTextureParam(shader, kernelIndex, "YCoCgColor", _colorLuma); |
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cmd.SetComputeTextureParam(shader, kernelIndex, "SceneColorOutput", context.destination); |
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cmd.SetComputeTextureParam(shader, kernelIndex, "HistoryOutput", _upscaleHistory[frameIndex]); |
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const int threadGroupWorkRegionDim = 8; |
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int dispatchDstX = (_paramsBuffer.Value.displaySize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim; |
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int dispatchDstY = (_paramsBuffer.Value.displaySize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim; |
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cmd.DispatchCompute(shader, kernelIndex, dispatchDstX, dispatchDstY, 1); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 3d5127688822e654084c665f84c0c3e0 |
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timeCreated: 1734733770 |
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