Browse Source
- Separated FSR3 shader aggregate from the scriptable object, so that they can be embedded directly inside PostProcessResources
- Separated FSR3 shader aggregate from the scriptable object, so that they can be embedded directly inside PostProcessResources
- No longer need to send callbacks to the FSR3 Context.fsr3
5 changed files with 154 additions and 65 deletions
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2Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs
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4Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/FSR3/Fsr3Upscaler.cs
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151Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/FSR3/Fsr3UpscalerAssets.cs
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2Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/FSR3/Fsr3UpscalerAssets.cs.meta
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60Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/FSR3/Fsr3UpscalerShaders.cs
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// 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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/// Scriptable object containing all shader resources required by FidelityFX Super Resolution 3 (FSR3) Upscaler.
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/// These can be stored in an asset file and referenced from a scene or prefab, avoiding the need to load the shaders from a Resources folder.
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/// </summary>
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public class Fsr3UpscalerAssets : ScriptableObject |
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{ |
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public Fsr3UpscalerShaders shaders; |
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#if UNITY_EDITOR
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private void Reset() |
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{ |
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shaders = new Fsr3UpscalerShaders |
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{ |
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computeLuminancePyramidPass = FindComputeShader("ffx_fsr3upscaler_compute_luminance_pyramid_pass"), |
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reconstructPreviousDepthPass = FindComputeShader("ffx_fsr3upscaler_reconstruct_previous_depth_pass"), |
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depthClipPass = FindComputeShader("ffx_fsr3upscaler_depth_clip_pass"), |
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lockPass = FindComputeShader("ffx_fsr3upscaler_lock_pass"), |
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accumulatePass = FindComputeShader("ffx_fsr3upscaler_accumulate_pass"), |
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sharpenPass = FindComputeShader("ffx_fsr3upscaler_rcas_pass"), |
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autoGenReactivePass = FindComputeShader("ffx_fsr3upscaler_autogen_reactive_pass"), |
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tcrAutoGenPass = FindComputeShader("ffx_fsr3upscaler_tcr_autogen_pass"), |
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}; |
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} |
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private static ComputeShader FindComputeShader(string name) |
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{ |
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string[] assetGuids = UnityEditor.AssetDatabase.FindAssets($"t:ComputeShader {name}"); |
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if (assetGuids == null || assetGuids.Length == 0) |
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return null; |
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string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assetGuids[0]); |
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return UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>(assetPath); |
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} |
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#endif
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} |
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/// <summary>
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/// All the compute shaders used by the FSR3 Upscaler.
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/// </summary>
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[System.Serializable] |
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public class Fsr3UpscalerShaders |
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{ |
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/// <summary>
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/// The compute shader used by the luminance pyramid computation pass.
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/// </summary>
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public ComputeShader computeLuminancePyramidPass; |
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/// <summary>
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/// The compute shader used by the previous depth reconstruction pass.
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/// </summary>
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public ComputeShader reconstructPreviousDepthPass; |
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/// <summary>
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/// The compute shader used by the depth clip pass.
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/// </summary>
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public ComputeShader depthClipPass; |
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/// <summary>
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/// The compute shader used by the lock pass.
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/// </summary>
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public ComputeShader lockPass; |
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/// <summary>
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/// The compute shader used by the accumulation pass.
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/// </summary>
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public ComputeShader accumulatePass; |
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/// <summary>
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/// The compute shader used by the RCAS sharpening pass.
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/// </summary>
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public ComputeShader sharpenPass; |
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/// <summary>
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/// The compute shader used to auto-generate a reactive mask.
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/// </summary>
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public ComputeShader autoGenReactivePass; |
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/// <summary>
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/// The compute shader used to auto-generate a transparency & composition mask.
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/// </summary>
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public ComputeShader tcrAutoGenPass; |
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/// <summary>
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/// Returns a copy of this class and its contents.
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/// </summary>
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public Fsr3UpscalerShaders Clone() |
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{ |
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return (Fsr3UpscalerShaders)MemberwiseClone(); |
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} |
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/// <summary>
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/// Returns a copy of this class with clones of all its shaders.
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/// This can be useful if you're running multiple FSR3 Upscaler instances with different shader configurations.
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/// Be sure to clean up these clones through Dispose once you're done with them.
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/// </summary>
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public Fsr3UpscalerShaders DeepCopy() |
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{ |
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return new Fsr3UpscalerShaders |
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{ |
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computeLuminancePyramidPass = Object.Instantiate(computeLuminancePyramidPass), |
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reconstructPreviousDepthPass = Object.Instantiate(reconstructPreviousDepthPass), |
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depthClipPass = Object.Instantiate(depthClipPass), |
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lockPass = Object.Instantiate(lockPass), |
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accumulatePass = Object.Instantiate(accumulatePass), |
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sharpenPass = Object.Instantiate(sharpenPass), |
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autoGenReactivePass = Object.Instantiate(autoGenReactivePass), |
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tcrAutoGenPass = Object.Instantiate(tcrAutoGenPass), |
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}; |
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} |
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/// <summary>
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/// Destroy all the shaders within this instance.
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/// Use this only on clones created through DeepCopy.
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/// </summary>
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public void Dispose() |
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{ |
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Object.Destroy(computeLuminancePyramidPass); |
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Object.Destroy(reconstructPreviousDepthPass); |
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Object.Destroy(depthClipPass); |
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Object.Destroy(lockPass); |
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Object.Destroy(accumulatePass); |
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Object.Destroy(sharpenPass); |
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Object.Destroy(autoGenReactivePass); |
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Object.Destroy(tcrAutoGenPass); |
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} |
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} |
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} |
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@ -1,5 +1,5 @@ |
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fileFormatVersion: 2 |
fileFormatVersion: 2 |
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guid: cec8f68d6b0d9be4986fac65d3a2e1a6 |
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guid: aaeb3d821f826d44b84289a2dd23f90e |
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MonoImporter: |
MonoImporter: |
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externalObjects: {} |
externalObjects: {} |
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serializedVersion: 2 |
serializedVersion: 2 |
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@ -1,60 +0,0 @@ |
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using System; |
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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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/// All the compute shaders used by the FidelityFX Super Resolution 3 (FSR3) Upscaler.
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/// </summary>
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[Serializable] |
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public class Fsr3UpscalerShaders |
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{ |
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/// <summary>
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/// The compute shader used by the luminance pyramid computation pass.
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/// </summary>
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public ComputeShader computeLuminancePyramidPass; |
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/// <summary>
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/// The compute shader used by the previous depth reconstruction pass.
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/// </summary>
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public ComputeShader reconstructPreviousDepthPass; |
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/// <summary>
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/// The compute shader used by the depth clip pass.
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/// </summary>
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public ComputeShader depthClipPass; |
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/// <summary>
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/// The compute shader used by the lock pass.
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/// </summary>
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public ComputeShader lockPass; |
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/// <summary>
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/// The compute shader used by the accumulation pass.
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/// </summary>
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public ComputeShader accumulatePass; |
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/// <summary>
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/// The compute shader used by the RCAS sharpening pass.
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/// </summary>
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public ComputeShader sharpenPass; |
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/// <summary>
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/// The compute shader used to auto-generate a reactive mask.
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/// </summary>
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public ComputeShader autoGenReactivePass; |
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/// <summary>
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/// The compute shader used to auto-generate a transparency & composition mask.
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/// </summary>
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public ComputeShader tcrAutoGenPass; |
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/// <summary>
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/// Returns a copy of this class and its contents.
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/// </summary>
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public Fsr3UpscalerShaders Clone() |
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{ |
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return (Fsr3UpscalerShaders)MemberwiseClone(); |
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} |
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} |
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} |
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