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Added PoC SGSR2 upscaler

pssr
Nico de Poel 1 year ago
parent
commit
5646e0a325
  1. 4
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/PostProcessResources.asset
  2. 8
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2.meta
  3. 34
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/SGSR2.cs
  4. 11
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/SGSR2.cs.meta
  5. 8
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders.meta
  6. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_activate.compute
  7. 7
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_activate.compute.meta
  8. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_convert.compute
  9. 7
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_convert.compute.meta
  10. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_upscale.compute
  11. 7
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_upscale.compute.meta
  12. 8
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders.meta
  13. 141
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_activate.hlsl
  14. 7
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_activate.hlsl.meta
  15. 127
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_convert.hlsl
  16. 7
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_convert.hlsl.meta
  17. 315
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_upscale.hlsl
  18. 7
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_upscale.hlsl.meta
  19. 142
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler.cs
  20. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler.cs.meta
  21. 32
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/Upscaler.cs
  22. 5
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/PostProcessResources.cs

4
Packages/com.unity.postprocessing@3.2.2/PostProcessing/PostProcessResources.asset

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sgsr2Upscaler:
convert: {fileID: 7200000, guid: a41757aacd8b70e42a4001d514bfbe53, type: 3}
activate: {fileID: 7200000, guid: d7de362950af6fe4e90da7d6e32f9826, type: 3}
upscale: {fileID: 7200000, guid: 5d28d29787492b74aa736a21f70572c7, type: 3}

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Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2.meta

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34
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/SGSR2.cs

@ -0,0 +1,34 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SGSR2
{
[Serializable]
public struct Params
{
public Vector2Int renderSize;
public Vector2Int displaySize;
public Vector2 renderSizeRcp;
public Vector2 displaySizeRcp;
public Vector2 jitterOffset;
public Matrix4x4 clipToPrevClip;
public float preExposure;
public float cameraFovAngleHor;
public float cameraNear;
public float minLerpContribution;
public uint bSameCamera;
public uint reset;
}
[Serializable]
public class Shaders
{
public ComputeShader convert;
public ComputeShader activate;
public ComputeShader upscale;
}
}

11
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/SGSR2.cs.meta

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Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders.meta

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Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_activate.compute

@ -0,0 +1,3 @@
#pragma kernel CS
#include "shaders/sgsr2_activate.hlsl"

7
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_activate.compute.meta

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Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_convert.compute

@ -0,0 +1,3 @@
#pragma kernel CS
#include "shaders/sgsr2_convert.hlsl"

7
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_convert.compute.meta

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Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_upscale.compute

@ -0,0 +1,3 @@
#pragma kernel CS
#include "shaders/sgsr2_upscale.hlsl"

7
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/sgsr2_upscale.compute.meta

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8
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders.meta

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141
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_activate.hlsl

@ -0,0 +1,141 @@
//============================================================================================================
//
//
// Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
// SPDX-License-Identifier: BSD-3-Clause
//
//============================================================================================================
#define EPSILON 1.19e-07f
float DecodeColorY(uint sample32)
{
uint x11 = sample32 >> 21u;
return float(x11) * (1.0 / 2047.5);
}
uint packHalf2x16(float2 value)
{
return f32tof16(value.x) | (f32tof16(value.y) << 16);
}
float2 unpackHalf2x16(uint x)
{
return f16tof32(uint2(x & 0xFFFF, x >> 16));
}
Texture2D<uint> PrevLumaHistory : register(t0);
Texture2D MotionDepthAlphaBuffer : register(t1);
Texture2D<uint> YCoCgColor : register(t2);
RWTexture2D<float4> MotionDepthClipAlphaBuffer : register(u0);
RWTexture2D<uint> LumaHistory : register(u1);
cbuffer Params : register(b0)
{
uint2 renderSize;
uint2 displaySize;
float2 ViewportSizeInverse;
float2 displaySizeRcp;
float2 jitterOffset;
float4 clipToPrevClip[4];
float preExposure;
float cameraFovAngleHor;
float cameraNear;
float MinLerpContribution;
uint bSameCamera;
uint reset;
};
SamplerState s_PointClamp : register(s0);
SamplerState s_LinearClamp : register(s1);
[numthreads(8, 8, 1)]
void CS(uint2 GroupId : SV_GroupID, uint2 GroupThreadId : SV_GroupThreadID)
{
int2 sampleOffset[4] = {
int2(-1, -1),
int2(-1, +0),
int2(+0, -1),
int2(+0, +0)
};
uint2 InputPos = GroupId * uint2(8, 8) + GroupThreadId;
float2 ViewportUV = (float2(InputPos) + 0.5f) * ViewportSizeInverse;
float2 gatherCoord = ViewportUV + 0.5f * ViewportSizeInverse;
uint luma_reference32 = YCoCgColor.GatherRed(s_PointClamp, gatherCoord).w;
float luma_reference = DecodeColorY(luma_reference32);
float4 mda = MotionDepthAlphaBuffer[InputPos].xyzw; //motion depth alpha
float depth = mda.z;
float alphamask = mda.w;
float2 motion = mda.xy;
#ifdef REQUEST_NDC_Y_UP
float2 PrevUV = float2(-0.5f * motion.x + ViewportUV.x, 0.5f * motion.y + ViewportUV.y);
#else
float2 PrevUV = float2(-0.5f * motion.x + ViewportUV.x, -0.5f * motion.y + ViewportUV.y);
#endif
float depthclip = 0.0;
if (depth > 1.0e-05f) {
float2 Prevf_sample = PrevUV * float2(renderSize) - 0.5f;
float2 Prevfrac = Prevf_sample - floor(Prevf_sample);
float OneMinusPrevfacx = 1.0 - Prevfrac.x;
float Bilinweights[4] = {
OneMinusPrevfacx - OneMinusPrevfacx * Prevfrac.y,
Prevfrac.x - Prevfrac.x * Prevfrac.y,
OneMinusPrevfacx * Prevfrac.y,
Prevfrac.x * Prevfrac.y
};
float diagonal_length = length(float2(renderSize));
float Wdepth = 0.0;
float Wsum = 0.0;
float Ksep = 1.37e-05f;
float Kfov = cameraFovAngleHor;
float Ksep_Kfov_diagonal = Ksep * Kfov * diagonal_length;
for (int index = 0; index < 4; index+=2){
float4 gPrevdepth = MotionDepthAlphaBuffer.GatherBlue(s_PointClamp, PrevUV, sampleOffset[index]);
float tdepth1 = min(gPrevdepth.x, gPrevdepth.y);
float tdepth2 = min(gPrevdepth.z, gPrevdepth.w);
float fPrevdepth = min(tdepth1, tdepth2);
float Depthsep = Ksep_Kfov_diagonal * (1.0 - min(fPrevdepth, depth));
float weight = Bilinweights[index];
Wdepth += clamp(Depthsep / (abs(fPrevdepth - depth) + EPSILON), 0.0, 1.0) * weight;
float2 gPrevdepth2 = MotionDepthAlphaBuffer.GatherBlue(s_PointClamp, PrevUV, sampleOffset[index + int(1)]).zw;
fPrevdepth = min(min(gPrevdepth2.x, gPrevdepth2.y), tdepth2);
Depthsep = Ksep_Kfov_diagonal * (1.0 - min(fPrevdepth, depth));
weight = Bilinweights[index + int(1)];
Wdepth += clamp(Depthsep / (abs(fPrevdepth - depth) + EPSILON), 0.0, 1.0) * weight;
}
depthclip = clamp(1.0f - Wdepth, 0.0, 1.0);
}
float2 current_luma_diff;
uint prev_luma_diff_pack = PrevLumaHistory.GatherRed(s_PointClamp, PrevUV).w;
float2 prev_luma_diff;
prev_luma_diff.x = unpackHalf2x16(prev_luma_diff_pack >> 16u).x;
prev_luma_diff.y = unpackHalf2x16((prev_luma_diff_pack & uint(0xFFFF))).x;
bool enable = false;
if (depthclip + float(reset) < 0.1)
{
enable = (all(PrevUV >= 0.0f) && all(PrevUV <= 1.0f));
}
float luma_diff = luma_reference - prev_luma_diff.x;
if (!enable)
{
current_luma_diff.x = 0.0;
current_luma_diff.y = 0.0;
}else{
current_luma_diff.x = luma_reference;
current_luma_diff.y = (prev_luma_diff.y != 0.0f) ? ((sign(luma_diff) == sign(prev_luma_diff.y)) ? (sign(luma_diff) * min(abs(prev_luma_diff.y), abs(luma_diff))) : prev_luma_diff.y) : luma_diff;
}
alphamask = floor(alphamask) + 0.5f * float((current_luma_diff.x != 0.0f) && (abs(current_luma_diff.y) != abs(luma_diff)));
LumaHistory[InputPos] = (packHalf2x16(float2(current_luma_diff.x, 0.0)) << 16u) | packHalf2x16(float2(current_luma_diff.y, 0.0));
MotionDepthClipAlphaBuffer[InputPos] = float4(motion, depthclip, alphamask);
}

7
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_activate.hlsl.meta

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127
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_convert.hlsl

@ -0,0 +1,127 @@
//============================================================================================================
//
//
// Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
// SPDX-License-Identifier: BSD-3-Clause
//
//============================================================================================================
float2 decodeVelocityFromTexture(float2 ev) {
const float inv_div = 1.0f / (0.499f * 0.5f);
float2 dv;
dv.xy = ev.xy * inv_div - 32767.0f / 65535.0f * inv_div;
//dv.z = uintBitsToFloat((uint(round(ev.z * 65535.0f)) << 16) | uint(round(ev.w * 65535.0f)));
return dv;
}
Texture2D InputOpaqueColor : register(t0);
Texture2D InputColor : register(t1);
Texture2D<float> InputDepth : register(t2);
Texture2D<float2> InputVelocity : register(t3);
RWTexture2D<float4> MotionDepthAlphaBuffer : register(u0);
RWTexture2D<uint> YCoCgColor : register(u1);
cbuffer Params : register(b0)
{
uint2 renderSize;
uint2 displaySize;
float2 ViewportSizeInverse;
float2 displaySizeRcp;
float2 jitterOffset;
float4 clipToPrevClip[4];
float preExposure;
float cameraFovAngleHor;
float cameraNear;
float MinLerpContribution;
uint bSameCamera;
uint reset;
};
SamplerState s_PointClamp : register(s0);
SamplerState s_LinearClamp : register(s1);
[numthreads(8, 8, 1)]
void CS(uint2 GroupId : SV_GroupID, uint2 GroupThreadId : SV_GroupThreadID)
{
uint2 InputPos = GroupId * uint2(8, 8) + GroupThreadId;
float2 gatherCoord = float2(InputPos) * ViewportSizeInverse;
float2 ViewportUV = gatherCoord + 0.5f * ViewportSizeInverse;
//derived from ffx_fsr2_reconstruct_dilated_velocity_and_previous_depth.h
//FindNearestDepth
int2 InputPosBtmRight = int2(1, 1) + int2(InputPos);
float NearestZ = InputDepth[InputPosBtmRight].x;
float4 topleft = InputDepth.GatherRed(s_PointClamp, gatherCoord);
NearestZ = max(topleft.x, NearestZ);
NearestZ = max(topleft.y, NearestZ);
NearestZ = max(topleft.z, NearestZ);
NearestZ = max(topleft.w, NearestZ);
float2 v11 = float2(ViewportSizeInverse.x, 0.0);
float2 topRight = InputDepth.GatherRed(s_PointClamp, (gatherCoord + v11)).yz;
NearestZ = max(topRight.x, NearestZ);
NearestZ = max(topRight.y, NearestZ);
float2 v13 = float2(0.0, ViewportSizeInverse.y);
float2 bottomLeft = InputDepth.GatherRed(s_PointClamp, (gatherCoord + v13)).xy;
NearestZ = max(bottomLeft.x, NearestZ);
NearestZ = max(bottomLeft.y, NearestZ);
//refer to ue/fsr2 PostProcessFFX_FSR2ConvertVelocity.usf, and using nearest depth for dilated motion
// TODO: wondering if this whole song and dance about decoding velocity is really necessary for Unity
float2 EncodedVelocity = InputVelocity[InputPos];
float2 motion;
if (EncodedVelocity.x > 0.0)
{
motion = decodeVelocityFromTexture(EncodedVelocity.xy);
}
else
{
#ifdef REQUEST_NDC_Y_UP
float2 ScreenPos = float2(2.0f * ViewportUV.x - 1.0f, 1.0f - 2.0f * ViewportUV.y);
#else
float2 ScreenPos = float2(2.0f * ViewportUV - 1.0f);
#endif
float3 Position = float3(ScreenPos, NearestZ); //this_clip
float4 PreClip = clipToPrevClip[3] + ((clipToPrevClip[2] * Position.z) + ((clipToPrevClip[1] * ScreenPos.y) + (clipToPrevClip[0] * ScreenPos.x)));
float2 PreScreen = PreClip.xy / PreClip.w;
motion = Position.xy - PreScreen;
}
motion = EncodedVelocity;
////////////compute luma
float3 Colorrgb = InputColor[InputPos].xyz;
///simple tonemap
Colorrgb /= max(max(Colorrgb.x, Colorrgb.y), Colorrgb.z) + preExposure;
float3 Colorycocg;
Colorycocg.x = 0.25 * (Colorrgb.x + 2.0 * Colorrgb.y + Colorrgb.z);
Colorycocg.y = clamp(0.5 * Colorrgb.x + 0.5 - 0.5 * Colorrgb.z, 0.0, 1.0);
Colorycocg.z = clamp(Colorycocg.x + Colorycocg.y - Colorrgb.x, 0.0, 1.0);
//now color YCoCG all in the range of [0,1]
uint x11 = uint(Colorycocg.x * 2047.5);
uint y11 = uint(Colorycocg.y * 2047.5);
uint z10 = uint(Colorycocg.z * 1023.5);
float3 Colorprergb = InputOpaqueColor[InputPos].xyz;
///simple tonemap
Colorprergb /= max(max(Colorprergb.x, Colorprergb.y), Colorprergb.z) + preExposure;
float3 delta = abs(Colorrgb - Colorprergb);
float alpha_mask = max(delta.x, max(delta.y, delta.z));
alpha_mask = (0.35f * 1000.0f) * alpha_mask;
YCoCgColor[InputPos] = ((x11 << 21u) | (y11 << 10u)) | z10;
MotionDepthAlphaBuffer[InputPos] = float4(motion, NearestZ, alpha_mask);
}

7
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_convert.hlsl.meta

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315
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_upscale.hlsl

@ -0,0 +1,315 @@
//============================================================================================================
//
//
// Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
// SPDX-License-Identifier: BSD-3-Clause
//
//============================================================================================================
float FastLanczos(float base)
{
float y = base - 1.0f;
float y2 = y * y;
float y_temp = 0.75f * y + y2;
return y_temp * y2;
}
float3 DecodeColor(uint sample32)
{
uint x11 = sample32 >> 21u;
uint y11 = sample32 & (2047u << 10u);
uint z10 = sample32 & 1023u;
float3 samplecolor;
samplecolor.x = (float(x11) * (1.0 / 2047.5));
samplecolor.y = (float(y11) * (4.76953602e-7)) - 0.5;
samplecolor.z = (float(z10) * (1.0 / 1023.5)) - 0.5;
return samplecolor;
}
Texture2D PrevHistoryOutput : register(t0);
Texture2D MotionDepthClipAlphaBuffer : register(t1);
Texture2D<uint> YCoCgColor : register(t2);
RWTexture2D<float4> SceneColorOutput : register(u0);
RWTexture2D<float4> HistoryOutput : register(u1);
cbuffer Params : register(b0)
{
uint2 renderSize;
uint2 displaySize;
float2 renderSizeRcp;
float2 displaySizeRcp;
float2 jitterOffset;
float4 clipToPrevClip[4];
float preExposure;
float cameraFovAngleHor;
float cameraNear;
float MinLerpContribution;
uint bSameCamera;
uint reset;
};
SamplerState s_PointClamp : register(s0);
SamplerState s_LinearClamp : register(s1);
[numthreads(8, 8, 1)]
void CS(uint2 GroupId : SV_GroupID, uint2 GroupThreadId : SV_GroupThreadID)
{
uint2 InvocationID = GroupId * uint2(8, 8) + GroupThreadId;
float Biasmax_viewportXScale = min(float(displaySize.x) / float(renderSize.x), 1.99); //Biasmax_viewportXScale
float scalefactor = min(20.0, pow((float(displaySize.x) / float(renderSize.x)) * (float(displaySize.y) / float(renderSize.y)), 3.0));
float f2 = preExposure; //1.0; //preExposure
float2 HistoryInfoViewportSizeInverse = displaySizeRcp;
float2 HistoryInfoViewportSize = float2(displaySize);
float2 InputJitter = jitterOffset;
float2 InputInfoViewportSize = float2(renderSize);
float2 Hruv = (float2(InvocationID) + 0.5f) * HistoryInfoViewportSizeInverse;
float2 Jitteruv;
Jitteruv.x = clamp(Hruv.x + (InputJitter.x * HistoryInfoViewportSizeInverse.x), 0.0, 1.0);
Jitteruv.y = clamp(Hruv.y + (InputJitter.y * HistoryInfoViewportSizeInverse.y), 0.0, 1.0);
int2 InputPos = int2(Jitteruv * InputInfoViewportSize);
//float2 Motion = texelFetch(MotionDepthClipAlphaBuffer, InputPos, 0).xy;
float alphab = MotionDepthClipAlphaBuffer[InputPos].w;
float3 mda = MotionDepthClipAlphaBuffer.SampleLevel(s_LinearClamp, Jitteruv, 0).xyz;
float2 Motion = mda.xy;
///ScreenPosToViewportScale&Bias
float2 PrevUV;
PrevUV.x = clamp(-0.5 * Motion.x + Hruv.x, 0.0, 1.0);
#ifdef REQUEST_NDC_Y_UP
PrevUV.y = clamp(0.5 * Motion.y + Hruv.y, 0.0, 1.0);
#else
PrevUV.y = clamp(-0.5 * Motion.y + Hruv.y, 0.0, 1.0);
#endif
float depthfactor = mda.z;
float history_value = frac(alphab); // clamp(alpha, 0.0f, 1.0f);
float alphamask = (alphab - history_value) * 0.001f;
history_value *= 2.0;
float4 History = PrevHistoryOutput.SampleLevel(s_LinearClamp, PrevUV, 0);
float3 HistoryColor = History.xyz;
float Historyw = History.w;
float Wfactor = max(clamp(abs(Historyw), 0.0, 1.0), alphamask);
/////upsample and compute box
float4 Upsampledcw = 0.0f;
float kernelfactor = clamp(Wfactor + float(reset), 0.0, 1.0);
float biasmax = Biasmax_viewportXScale - Biasmax_viewportXScale * kernelfactor;
float biasmin = max(1.0f, 0.3 + 0.3 * biasmax);
float biasfactor = max(0.25f * depthfactor, kernelfactor);
float kernelbias = lerp(biasmax, biasmin, biasfactor);
float motion_viewport_len = length(Motion * HistoryInfoViewportSize);
float curvebias = lerp(-2.0, -3.0, clamp(motion_viewport_len * 0.02, 0.0, 1.0));
float3 rectboxcenter = 0.0f;
float3 rectboxvar = 0.0f;
float rectboxweight = 0.0;
float2 srcpos = float2(InputPos) + 0.5f - InputJitter;
float2 srcOutputPos = Hruv * InputInfoViewportSize;
kernelbias *= 0.5f;
float kernelbias2 = kernelbias * kernelbias;
float2 srcpos_srcOutputPos = srcpos - srcOutputPos;
int2 InputPosBtmRight = 1 + InputPos;
float2 gatherCoord = float2(InputPos) * renderSizeRcp;
uint btmRight = YCoCgColor[InputPosBtmRight].x;
uint4 topleft = YCoCgColor.GatherRed(s_PointClamp, gatherCoord);
uint2 topRight = YCoCgColor.GatherRed(s_PointClamp, gatherCoord + float2(renderSizeRcp.x, 0.0)).yz;
uint2 bottomLeft = YCoCgColor.GatherRed(s_PointClamp, gatherCoord + float2(0.0, renderSizeRcp.y)).xy;
float3 rectboxmin;
float3 rectboxmax;
{
rectboxmin = DecodeColor(btmRight);
float2 baseoffset = srcpos_srcOutputPos + float2(1.0, 1.0);
float baseoffset_dot = dot(baseoffset, baseoffset);
float base = clamp(baseoffset_dot * kernelbias2, 0.0, 1.0);
float weight = FastLanczos(base);
Upsampledcw += float4(rectboxmin * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmax = rectboxmin;
float3 wsample = rectboxmin * boxweight;
rectboxcenter = wsample;
rectboxvar = rectboxmin * wsample;
rectboxweight = boxweight;
}
{
float3 samplecolor = DecodeColor(bottomLeft.x);
float2 baseoffset = srcpos_srcOutputPos + float2(-1.0, 1.0);
float baseoffset_dot = dot(baseoffset, baseoffset);
float base = clamp(baseoffset_dot * kernelbias2, 0.0f, 1.0f);
float weight = FastLanczos(base);
Upsampledcw += float4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
float3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
{
float3 samplecolor = DecodeColor(bottomLeft.y);
float2 baseoffset = srcpos_srcOutputPos + float2(0.0, 1.0);
float baseoffset_dot = dot(baseoffset, baseoffset);
float base = clamp(baseoffset_dot * kernelbias2, 0.0f, 1.0f);
float weight = FastLanczos(base);
Upsampledcw += float4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
float3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
{
float3 samplecolor = DecodeColor(topRight.x);
float2 baseoffset = srcpos_srcOutputPos + float2(1.0, 0.0);
float baseoffset_dot = dot(baseoffset, baseoffset);
float base = clamp(baseoffset_dot * kernelbias2, 0.0f, 1.0f);
float weight = FastLanczos(base);
Upsampledcw += float4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
float3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
{
float3 samplecolor = DecodeColor(topRight.y);
float2 baseoffset = srcpos_srcOutputPos + float2(1.0, -1.0);
float baseoffset_dot = dot(baseoffset, baseoffset);
float base = clamp(baseoffset_dot * kernelbias2, 0.0f, 1.0f);
float weight = FastLanczos(base);
Upsampledcw += float4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
float3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
{
float3 samplecolor = DecodeColor(topleft.x);
float2 baseoffset = srcpos_srcOutputPos + float2(-1.0, 0.0);
float baseoffset_dot = dot(baseoffset, baseoffset);
float base = clamp(baseoffset_dot * kernelbias2, 0.0f, 1.0f);
float weight = FastLanczos(base);
Upsampledcw += float4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
float3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
{
float3 samplecolor = DecodeColor(topleft.y);
float2 baseoffset = srcpos_srcOutputPos;
float baseoffset_dot = dot(baseoffset, baseoffset);
float base = clamp(baseoffset_dot * kernelbias2, 0.0f, 1.0f);
float weight = FastLanczos(base);
Upsampledcw += float4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
float3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
{
float3 samplecolor = DecodeColor(topleft.z);
float2 baseoffset = srcpos_srcOutputPos + float2(0.0, -1.0);
float baseoffset_dot = dot(baseoffset, baseoffset);
float base = clamp(baseoffset_dot * kernelbias2, 0.0f, 1.0f);
float weight = FastLanczos(base);
Upsampledcw += float4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
float3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
{
float3 samplecolor = DecodeColor(topleft.w);
float2 baseoffset = srcpos_srcOutputPos + float2(-1.0, -1.0);
float baseoffset_dot = dot(baseoffset, baseoffset);
float base = clamp(baseoffset_dot * kernelbias2, 0.0f, 1.0f);
float weight = FastLanczos(base);
Upsampledcw += float4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
float3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
rectboxweight = 1.0 / rectboxweight;
rectboxcenter *= rectboxweight;
rectboxvar *= rectboxweight;
rectboxvar = sqrt(abs(rectboxvar - rectboxcenter * rectboxcenter));
Upsampledcw.xyz = clamp(Upsampledcw.xyz / Upsampledcw.w, rectboxmin-0.05f, rectboxmax+0.05f);
Upsampledcw.w = Upsampledcw.w * (1.0f / 3.0f) ;
float tcontribute = history_value * clamp(rectboxvar.x * 10.0f, 0.0, 1.0);
float OneMinusWfactor = 1.0f - Wfactor;
tcontribute = tcontribute * OneMinusWfactor;
float baseupdate = OneMinusWfactor - OneMinusWfactor * depthfactor;
baseupdate = min(baseupdate, lerp(baseupdate, Upsampledcw.w *10.0f, clamp(10.0f* motion_viewport_len, 0.0, 1.0)));
baseupdate = min(baseupdate, lerp(baseupdate, Upsampledcw.w, clamp(motion_viewport_len *0.05f, 0.0, 1.0)));
float basealpha = baseupdate;
const float EPSILON = 1.192e-07f;
float boxscale = max(depthfactor, clamp(motion_viewport_len * 0.05f, 0.0, 1.0));
float boxsize = lerp(scalefactor, 1.0f, boxscale);
float3 sboxvar = rectboxvar * boxsize;
float3 boxmin = rectboxcenter - sboxvar;
float3 boxmax = rectboxcenter + sboxvar;
rectboxmax = min(rectboxmax, boxmax);
rectboxmin = max(rectboxmin, boxmin);
float3 clampedcolor = clamp(HistoryColor, rectboxmin, rectboxmax);
float lerpcontribution = (any(rectboxmin > HistoryColor) || any(HistoryColor > rectboxmax)) ? tcontribute : 1.0f;
lerpcontribution = lerpcontribution - lerpcontribution * sqrt(alphamask);
HistoryColor = lerp(clampedcolor, HistoryColor, clamp(lerpcontribution, 0.0, 1.0));
float basemin = min(basealpha, 0.1f);
basealpha = lerp(basemin, basealpha, clamp(lerpcontribution, 0.0, 1.0));
////blend color
float alphasum = max(EPSILON, basealpha + Upsampledcw.w);
float alpha = clamp(Upsampledcw.w / alphasum + float(reset), 0.0, 1.0);
Upsampledcw.xyz = lerp(HistoryColor, Upsampledcw.xyz, alpha);
HistoryOutput[InvocationID.xy] = float4(Upsampledcw.xyz, Wfactor);
////ycocg to grb
float x_z = Upsampledcw.x - Upsampledcw.z;
Upsampledcw.xyz = float3(
x_z + Upsampledcw.y,
Upsampledcw.x + Upsampledcw.z,
x_z - Upsampledcw.y);
float compMax = max(Upsampledcw.x, Upsampledcw.y);
compMax = max(compMax, Upsampledcw.z);
float scale = preExposure / ((1.0f + 1.0f / 65504.0f) - compMax); //(1.0f + 1.0f / 65504.0f) = 1.000015e+00
Upsampledcw.xyz = Upsampledcw.xyz * scale;
SceneColorOutput[InvocationID.xy] = Upsampledcw;
}

7
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/shaders/sgsr2_upscale.hlsl.meta

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 5cde6f90c795fb841a38f37495375e6e
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

142
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler.cs

@ -0,0 +1,142 @@
using System.Runtime.InteropServices;
using FidelityFX;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.PostProcessing
{
internal class SGSR2Upscaler: Upscaler
{
public static bool IsSupported => SystemInfo.supportsComputeShaders;
private RenderTexture _colorLuma;
private RenderTexture _motionDepthAlpha;
private RenderTexture _motionDepthClipAlpha;
private readonly RenderTexture[] _lumaHistory = new RenderTexture[2];
private readonly RenderTexture[] _upscaleHistory = new RenderTexture[2];
private readonly ConstantsBuffer<SGSR2.Params> _paramsBuffer = new();
private uint _frameCount = 0;
public override void CreateContext(PostProcessRenderContext context, Upscaling config)
{
CreateRenderTexture(ref _colorLuma, "ColorLuma", config.MaxRenderSize, GraphicsFormat.R32_UInt, true);
CreateRenderTexture(ref _motionDepthAlpha, "MotionDepthAlpha", config.MaxRenderSize, GraphicsFormat.R16G16B16A16_SFloat, true);
CreateRenderTexture(ref _motionDepthClipAlpha, "MotionDepthClipAlpha", config.MaxRenderSize, GraphicsFormat.R16G16B16A16_SFloat, true);
CreateRenderTextureArray(_lumaHistory, "LumaHistory", config.MaxRenderSize, GraphicsFormat.R32_UInt, true);
CreateRenderTextureArray(_upscaleHistory, "History", config.UpscaleSize, context.sourceFormat, true);
_paramsBuffer.Init();
}
public override void DestroyContext()
{
base.DestroyContext();
_paramsBuffer.Destroy();
DestroyRenderTextureArray(_upscaleHistory);
DestroyRenderTextureArray(_lumaHistory);
DestroyRenderTexture(ref _motionDepthClipAlpha);
DestroyRenderTexture(ref _motionDepthAlpha);
DestroyRenderTexture(ref _colorLuma);
}
public override void Render(PostProcessRenderContext context, Upscaling config)
{
var cmd = context.command;
cmd.BeginSample("SGSR2");
ref var parms = ref _paramsBuffer.Value;
parms.renderSize = config.GetScaledRenderSize(context.camera);
parms.displaySize = config.UpscaleSize;
parms.renderSizeRcp = new Vector2(1.0f / parms.renderSize.x, 1.0f / parms.renderSize.y);
parms.displaySizeRcp = new Vector2(1.0f / parms.displaySize.x, 1.0f / parms.displaySize.y);
parms.jitterOffset = config.JitterOffset;
parms.clipToPrevClip = Matrix4x4.identity; // TODO: clipToPrevClip
parms.preExposure = config.preExposure;
parms.cameraFovAngleHor = Mathf.Tan(context.camera.fieldOfView * Mathf.Deg2Rad * 0.5f) * (float)parms.renderSize.x / parms.renderSize.y;
parms.cameraNear = context.camera.nearClipPlane;
parms.minLerpContribution = 0f;
parms.bSameCamera = 0u;
parms.reset = config.Reset ? 1u : 0u;
_paramsBuffer.UpdateBufferData(cmd);
if (_frameCount == 0 || config.Reset)
{
cmd.SetRenderTarget(_lumaHistory[0]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_lumaHistory[1]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_upscaleHistory[0]);
cmd.ClearRenderTarget(false, true, Color.clear);
cmd.SetRenderTarget(_upscaleHistory[1]);
cmd.ClearRenderTarget(false, true, Color.clear);
}
Convert(cmd, context, config);
Activate(cmd, context);
Upscale(cmd, context);
cmd.EndSample("SGSR2");
_frameCount++;
}
private void Convert(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config)
{
var shader = context.resources.computeShaders.sgsr2Upscaler.convert;
int kernelIndex = shader.FindKernel("CS");
cmd.SetComputeConstantBufferParam(shader, "Params", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>());
cmd.SetComputeTextureParam(shader, kernelIndex, "InputOpaqueColor", config.ColorOpaqueOnly);
cmd.SetComputeTextureParam(shader, kernelIndex, "InputColor", context.source);
cmd.SetComputeTextureParam(shader, kernelIndex, "InputDepth", BuiltinRenderTextureType.CameraTarget, 0, RenderTextureSubElement.Depth);
cmd.SetComputeTextureParam(shader, kernelIndex, "InputVelocity", BuiltinRenderTextureType.MotionVectors);
cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthAlphaBuffer", _motionDepthAlpha);
cmd.SetComputeTextureParam(shader, kernelIndex, "YCoCgColor", _colorLuma);
const int threadGroupWorkRegionDim = 8;
int dispatchSrcX = (_paramsBuffer.Value.renderSize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
int dispatchSrcY = (_paramsBuffer.Value.renderSize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
cmd.DispatchCompute(shader, kernelIndex, dispatchSrcX, dispatchSrcY, 1);
}
private void Activate(CommandBuffer cmd, PostProcessRenderContext context)
{
var shader = context.resources.computeShaders.sgsr2Upscaler.activate;
int kernelIndex = shader.FindKernel("CS");
uint frameIndex = _frameCount % 2;
cmd.SetComputeConstantBufferParam(shader, "Params", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>());
cmd.SetComputeTextureParam(shader, kernelIndex, "PrevLumaHistory", _lumaHistory[frameIndex ^ 1]);
cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthAlphaBuffer", _motionDepthAlpha);
cmd.SetComputeTextureParam(shader, kernelIndex, "YCoCgColor", _colorLuma);
cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthClipAlphaBuffer", _motionDepthClipAlpha);
cmd.SetComputeTextureParam(shader, kernelIndex, "LumaHistory", _lumaHistory[frameIndex]);
const int threadGroupWorkRegionDim = 8;
int dispatchSrcX = (_paramsBuffer.Value.renderSize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
int dispatchSrcY = (_paramsBuffer.Value.renderSize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
cmd.DispatchCompute(shader, kernelIndex, dispatchSrcX, dispatchSrcY, 1);
}
private void Upscale(CommandBuffer cmd, PostProcessRenderContext context)
{
var shader = context.resources.computeShaders.sgsr2Upscaler.upscale;
int kernelIndex = shader.FindKernel("CS");
uint frameIndex = _frameCount % 2;
cmd.SetComputeConstantBufferParam(shader, "Params", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>());
cmd.SetComputeTextureParam(shader, kernelIndex, "PrevHistoryOutput", _upscaleHistory[frameIndex ^ 1]);
cmd.SetComputeTextureParam(shader, kernelIndex, "MotionDepthClipAlphaBuffer", _motionDepthClipAlpha);
cmd.SetComputeTextureParam(shader, kernelIndex, "YCoCgColor", _colorLuma);
cmd.SetComputeTextureParam(shader, kernelIndex, "SceneColorOutput", context.destination);
cmd.SetComputeTextureParam(shader, kernelIndex, "HistoryOutput", _upscaleHistory[frameIndex]);
const int threadGroupWorkRegionDim = 8;
int dispatchDstX = (_paramsBuffer.Value.displaySize.x + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
int dispatchDstY = (_paramsBuffer.Value.displaySize.y + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
cmd.DispatchCompute(shader, kernelIndex, dispatchDstX, dispatchDstY, 1);
}
}
}

3
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2Upscaler.cs.meta

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 50f119aeb4064ca88ed2cec1faf14969
timeCreated: 1730405245

32
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/Upscaler.cs

@ -170,19 +170,35 @@ namespace UnityEngine.Rendering.PostProcessing
new(3192704205u, 45670u), new(3192704205u, 45670u),
}; };
protected bool CreateRenderTexture(ref RenderTexture rt, string name, in Vector2Int size, GraphicsFormat format, bool enableRandomWrite = false)
protected static bool CreateRenderTexture(ref RenderTexture rt, string name, in Vector2Int size, GraphicsFormat format, bool enableRandomWrite = false)
{ {
rt = new RenderTexture(size.x, size.y, 0, format) { name = name, enableRandomWrite = enableRandomWrite }; rt = new RenderTexture(size.x, size.y, 0, format) { name = name, enableRandomWrite = enableRandomWrite };
return rt.Create(); return rt.Create();
} }
protected bool CreateRenderTexture(ref RenderTexture rt, string name, in Vector2Int size, RenderTextureFormat format, bool enableRandomWrite = false)
protected static void CreateRenderTextureArray(RenderTexture[] rts, string name, in Vector2Int size, GraphicsFormat format, bool enableRandomWrite = false)
{
for (int i = 0; i < rts.Length; ++i)
{
CreateRenderTexture(ref rts[i], $"{name}_{i + 1}", size, format, enableRandomWrite);
}
}
protected static bool CreateRenderTexture(ref RenderTexture rt, string name, in Vector2Int size, RenderTextureFormat format, bool enableRandomWrite = false)
{ {
rt = new RenderTexture(size.x, size.y, 0, format) { name = name, enableRandomWrite = enableRandomWrite }; rt = new RenderTexture(size.x, size.y, 0, format) { name = name, enableRandomWrite = enableRandomWrite };
return rt.Create(); return rt.Create();
} }
protected static void CreateRenderTextureArray(RenderTexture[] rts, string name, in Vector2Int size, RenderTextureFormat format, bool enableRandomWrite = false)
{
for (int i = 0; i < rts.Length; ++i)
{
CreateRenderTexture(ref rts[i], $"{name}_{i + 1}", size, format, enableRandomWrite);
}
}
protected void DestroyRenderTexture(ref RenderTexture rt)
protected static void DestroyRenderTexture(ref RenderTexture rt)
{ {
if (rt == null) if (rt == null)
return; return;
@ -191,7 +207,15 @@ namespace UnityEngine.Rendering.PostProcessing
rt = null; rt = null;
} }
protected void DestroyConstantsBuffer<TConst>(ref ConstantsBuffer<TConst> cb)
protected static void DestroyRenderTextureArray(RenderTexture[] rts)
{
for (int i = 0; i < rts.Length; ++i)
{
DestroyRenderTexture(ref rts[i]);
}
}
protected static void DestroyConstantsBuffer<TConst>(ref ConstantsBuffer<TConst> cb)
where TConst: struct where TConst: struct
{ {
if (cb == null) if (cb == null)

5
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/PostProcessResources.cs

@ -230,6 +230,11 @@ namespace UnityEngine.Rendering.PostProcessing
/// Compute shaders used by the FidelityFX Super Resolution 3 (FSR3) Upscaler. /// Compute shaders used by the FidelityFX Super Resolution 3 (FSR3) Upscaler.
/// </summary> /// </summary>
public Fsr3UpscalerShaders fsr3Upscaler; public Fsr3UpscalerShaders fsr3Upscaler;
/// <summary>
/// Compute shaders used by the SnapDragon Game Super Resolution 2 (SGSR2) Upscaler.
/// </summary>
public SGSR2.Shaders sgsr2Upscaler;
/// <summary> /// <summary>
/// Returns a copy of this class and its content. /// Returns a copy of this class and its content.

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