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First import of GLSL fragment shaders plus some initial Unity shader setup

sgsr2_fs
Nico de Poel 1 year ago
parent
commit
a0fa2c9e60
  1. 8
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs.meta
  2. 51
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2.shader
  3. 9
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2.shader.meta
  4. 116
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_convert.hlsl
  5. 7
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_convert.hlsl.meta
  6. 286
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_upscale.hlsl
  7. 7
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_upscale.hlsl.meta
  8. 21
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_vertex.vs
  9. 7
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_vertex.vs.meta

8
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs.meta

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51
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2.shader

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Shader "TND/sgsr2_2pass_fs"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
Pass // Convert
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 frag (v2f_img i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
ENDCG
}
Pass // Upscale
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed4 frag (v2f_img i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
ENDCG
}
}
}

9
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2.shader.meta

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116
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_convert.hlsl

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#include "../sgsr2_birp.hlsl"
#include "../sgsr2_common.hlsl"
//============================================================================================================
//
//
// Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
// SPDX-License-Identifier: BSD-3-Clause
//
//============================================================================================================
precision highp float;
precision highp int;
layout(location = 0) out vec4 MotionDepthClipAlphaBuffer;
layout(location = 0) in highp vec2 texCoord;
layout(set = 0, binding = 1) uniform mediump sampler2D InputDepth;
layout(set = 0, binding = 2) uniform mediump sampler2D InputVelocity;
layout(std140, set = 0, binding = 0) uniform Params
{
vec4 clipToPrevClip[4];
vec2 renderSize;
vec2 outputSize;
vec2 renderSizeRcp;
vec2 outputSizeRcp;
vec2 jitterOffset;
vec2 scaleRatio;
float cameraFovAngleHor;
float minLerpContribution;
float reset;
uint bSameCamera;
} params;
vec2 decodeVelocityFromTexture(vec2 ev) {
const float inv_div = 1.0f / (0.499f * 0.5f);
vec2 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;
}
void main()
{
uvec2 InputPos = uvec2(texCoord * params.renderSize);
vec2 gatherCoord = texCoord - vec2(0.5) * params.renderSizeRcp;
// texture gather to find nearest depth
// a b c d
// e f g h
// i j k l
// m n o p
//btmLeft mnji
//btmRight oplk
//topLeft efba
//topRight ghdc
vec4 btmLeft = textureGather(InputDepth, gatherCoord, 0);
vec2 v10 = vec2(params.renderSizeRcp.x * 2.0f, 0.0);
vec4 btmRight = textureGather(InputDepth,(gatherCoord+v10), 0);
vec2 v12 = vec2(0.0, params.renderSizeRcp.y * 2.0f);
vec4 topLeft = textureGather(InputDepth,(gatherCoord+v12), 0);
vec2 v14 = vec2(params.renderSizeRcp.x * 2.0f, params.renderSizeRcp.y * 2.0f);
vec4 topRight = textureGather(InputDepth,(gatherCoord+v14), 0);
float maxC = min(min(min(btmLeft.z,btmRight.w),topLeft.y),topRight.x);
float btmLeft4 = min(min(min(btmLeft.y,btmLeft.x),btmLeft.z),btmLeft.w);
float btmLeftMax9 = min(topLeft.x,min(min(maxC,btmLeft4),btmRight.x));
float depthclip = 0.0;
if (maxC < 1.0 - 1.0e-05f)
{
float btmRight4 = min(min(min(btmRight.y,btmRight.x),btmRight.z),btmRight.w);
float topLeft4 = min(min(min(topLeft.y,topLeft.x),topLeft.z),topLeft.w);
float topRight4 = min(min(min(topRight.y,topRight.x),topRight.z),topRight.w);
float Wdepth = 0.0;
float Ksep = 1.37e-05f;
float Kfov = params.cameraFovAngleHor;
float diagonal_length = length(params.renderSize);
float Ksep_Kfov_diagonal = Ksep * Kfov * diagonal_length;
float Depthsep = Ksep_Kfov_diagonal * (1.0 - maxC);
float EPSILON = 1.19e-07f;
Wdepth += clamp((Depthsep / (abs(maxC - btmLeft4) + EPSILON)), 0.0, 1.0);
Wdepth += clamp((Depthsep / (abs(maxC - btmRight4) + EPSILON)), 0.0, 1.0);
Wdepth += clamp((Depthsep / (abs(maxC - topLeft4) + EPSILON)), 0.0, 1.0);
Wdepth += clamp((Depthsep / (abs(maxC - topRight4) + EPSILON)), 0.0, 1.0);
depthclip = clamp(1.0f - Wdepth * 0.25, 0.0, 1.0);
}
//refer to ue/fsr2 PostProcessFFX_FSR2ConvertVelocity.usf, and using nearest depth for dilated motion
vec4 EncodedVelocity = texelFetch(InputVelocity, ivec2(InputPos), 0);
vec2 motion;
if (EncodedVelocity.x > 0.0)
{
motion = decodeVelocityFromTexture(EncodedVelocity.xy);
}
else
{
#ifdef REQUEST_NDC_Y_UP
vec2 ScreenPos = vec2(2.0f * texCoord.x - 1.0f, 1.0f - 2.0f * texCoord.y);
#else
vec2 ScreenPos = vec2(2.0f * texCoord - 1.0f);
#endif
vec3 Position = vec3(ScreenPos, btmLeftMax9); //this_clip
vec4 PreClip = params.clipToPrevClip[3] + ((params.clipToPrevClip[2] * Position.z) + ((params.clipToPrevClip[1] * ScreenPos.y) + (params.clipToPrevClip[0] * ScreenPos.x)));
vec2 PreScreen = PreClip.xy / PreClip.w;
motion = Position.xy - PreScreen;
}
MotionDepthClipAlphaBuffer = vec4(motion, depthclip, 0.0);
}

7
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_convert.hlsl.meta

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286
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_upscale.hlsl

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#include "../sgsr2_birp.hlsl"
#include "../sgsr2_common.hlsl"
//============================================================================================================
//
//
// Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
// SPDX-License-Identifier: BSD-3-Clause
//
//============================================================================================================
precision mediump float;
precision highp int;
float FastLanczos(float base)
{
float y = base - 1.0f;
float y2 = y * y;
float y_temp = 0.75f * y + y2;
return y_temp * y2;
}
layout(location = 0) out mediump vec4 Output;
layout(location = 0) in highp vec2 texCoord;
layout(set = 0, binding = 1) uniform mediump sampler2D PrevOutput;
layout(set = 0, binding = 2) uniform mediump sampler2D MotionDepthClipAlphaBuffer;
layout(set = 0, binding = 3) uniform mediump sampler2D InputColor;
layout(std140, set = 0, binding = 0) uniform readonly Params
{
highp vec4 clipToPrevClip[4];
highp vec2 renderSize;
highp vec2 outputSize;
highp vec2 renderSizeRcp;
highp vec2 outputSizeRcp;
highp vec2 jitterOffset;
highp vec2 scaleRatio;
highp float cameraFovAngleHor;
highp float minLerpContribution;
highp float reset;
uint bSameCamera;
} params;
void main()
{
float Biasmax_viewportXScale = params.scaleRatio.x;
float scalefactor = params.scaleRatio.y;
highp vec2 Hruv = texCoord;
highp vec2 Jitteruv;
Jitteruv.x = clamp(Hruv.x + (params.jitterOffset.x * params.outputSizeRcp.x), 0.0, 1.0);
Jitteruv.y = clamp(Hruv.y + (params.jitterOffset.y * params.outputSizeRcp.y), 0.0, 1.0);
highp ivec2 InputPos = ivec2(Jitteruv * params.renderSize);
highp vec3 mda = textureLod(MotionDepthClipAlphaBuffer, Jitteruv, 0.0).xyz;
highp vec2 Motion = mda.xy;
highp vec2 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;
vec3 HistoryColor = textureLod(PrevOutput, PrevUV, 0.0).xyz;
/////upsample and compute box
vec4 Upsampledcw = vec4(0.0);
float biasmax = Biasmax_viewportXScale ;
float biasmin = max(1.0f, 0.3 + 0.3 * biasmax);
float biasfactor = 0.25f * depthfactor;
float kernelbias = mix(biasmax, biasmin, biasfactor);
float motion_viewport_len = length(Motion * params.outputSize);
float curvebias = mix(-2.0, -3.0, clamp(motion_viewport_len * 0.02, 0.0, 1.0));
vec3 rectboxcenter = vec3(0.0);
vec3 rectboxvar = vec3(0.0);
float rectboxweight = 0.0;
highp vec2 srcpos = vec2(InputPos) + vec2(0.5) - params.jitterOffset;
kernelbias *= 0.5f;
float kernelbias2 = kernelbias * kernelbias;
vec2 srcpos_srcOutputPos = srcpos - Hruv * params.renderSize; //srcOutputPos = Hruv * params.renderSize;
vec3 rectboxmin;
vec3 rectboxmax;
vec3 topMid = texelFetch(InputColor, InputPos + ivec2(0, 1), 0).xyz;
{
vec3 samplecolor = topMid;
vec2 baseoffset = srcpos_srcOutputPos + vec2(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 += vec4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = samplecolor;
rectboxmax = samplecolor;
vec3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
vec3 rightMid = texelFetch(InputColor, InputPos + ivec2(1, 0), 0).xyz;
{
vec3 samplecolor = rightMid;
vec2 baseoffset = srcpos_srcOutputPos + vec2(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 += vec4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
vec3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
vec3 leftMid = texelFetch(InputColor, InputPos + ivec2(-1, 0) , 0).xyz;
{
vec3 samplecolor = leftMid;
vec2 baseoffset = srcpos_srcOutputPos + vec2(-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 += vec4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
vec3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
vec3 centerMid = texelFetch(InputColor, InputPos + ivec2(0, 0) , 0).xyz;
{
vec3 samplecolor = centerMid;
vec2 baseoffset = srcpos_srcOutputPos;
float baseoffset_dot = dot(baseoffset, baseoffset);
float base = clamp(baseoffset_dot * kernelbias2, 0.0f, 1.0f);
float weight = FastLanczos(base);
Upsampledcw += vec4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
vec3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
vec3 btmMid = texelFetch(InputColor, InputPos + ivec2(0, -1) , 0).xyz;
{
vec3 samplecolor = btmMid;
vec2 baseoffset = srcpos_srcOutputPos + vec2(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 += vec4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
vec3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
//if (params.sameCameraFrmNum!=0u) //maybe disable this for ultra performance
if (false) //maybe disable this for ultra performance, true could generate more realistic output
{
{
vec3 topRight = texelFetch(InputColor, InputPos + ivec2(1, 1), 0).xyz;
vec3 samplecolor = topRight;
vec2 baseoffset = srcpos_srcOutputPos + vec2(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 += vec4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
vec3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
{
vec3 topLeft = texelFetch(InputColor, InputPos + ivec2(-1, 1), 0).xyz;
vec3 samplecolor = topLeft;
vec2 baseoffset = srcpos_srcOutputPos + vec2(-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 += vec4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
vec3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
{
vec3 btmRight = texelFetch(InputColor, InputPos + ivec2(1, -1) , 0).xyz;
vec3 samplecolor = btmRight;
vec2 baseoffset = srcpos_srcOutputPos + vec2(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 += vec4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
vec3 wsample = samplecolor * boxweight;
rectboxcenter += wsample;
rectboxvar += (samplecolor * wsample);
rectboxweight += boxweight;
}
{
vec3 btmLeft = texelFetch(InputColor, InputPos + ivec2(-1, -1) , 0).xyz;
vec3 samplecolor = btmLeft;
vec2 baseoffset = srcpos_srcOutputPos + vec2(-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 += vec4(samplecolor * weight, weight);
float boxweight = exp(baseoffset_dot * curvebias);
rectboxmin = min(rectboxmin, samplecolor);
rectboxmax = max(rectboxmax, samplecolor);
vec3 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-vec3(0.075), rectboxmax+vec3(0.075));
Upsampledcw.w = Upsampledcw.w * (1.0f / 3.0f) ;
float baseupdate = 1.0f - depthfactor;
baseupdate = min(baseupdate, mix(baseupdate, Upsampledcw.w *10.0f, clamp(10.0f* motion_viewport_len, 0.0, 1.0)));
baseupdate = min(baseupdate, mix(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 = mix(scalefactor, 1.0f, boxscale);
vec3 sboxvar = rectboxvar * boxsize;
vec3 boxmin = rectboxcenter - sboxvar;
vec3 boxmax = rectboxcenter + sboxvar;
rectboxmax = min(rectboxmax, boxmax);
rectboxmin = max(rectboxmin, boxmin);
vec3 clampedcolor = clamp(HistoryColor, rectboxmin, rectboxmax);
float startLerpValue = params.minLerpContribution;
if ((abs(mda.x) + abs(mda.y)) > 0.000001) startLerpValue = 0.0;
float lerpcontribution = (any(greaterThan(rectboxmin, HistoryColor)) || any(greaterThan(HistoryColor, rectboxmax))) ? startLerpValue : 1.0f;
HistoryColor = mix(clampedcolor, HistoryColor, clamp(lerpcontribution, 0.0, 1.0));
float basemin = min(basealpha, 0.1f);
basealpha = mix(basemin, basealpha, clamp(lerpcontribution, 0.0, 1.0));
////blend color
float alphasum = max(EPSILON, basealpha + Upsampledcw.w);
float alpha = clamp(Upsampledcw.w / alphasum + params.reset, 0.0, 1.0);
Upsampledcw.xyz = mix(HistoryColor, Upsampledcw.xyz, alpha);
Output = vec4(Upsampledcw.xyz, 0.0);
}

7
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_upscale.hlsl.meta

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21
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_vertex.vs

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#version 320 es
//============================================================================================================
//
//
// Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved.
// SPDX-License-Identifier: BSD-3-Clause
//
//============================================================================================================
precision highp float;
precision highp int;
layout (location = 0) in vec3 vPosition;
layout (location = 1) in vec2 vTexCord;
out vec2 texCoord;
void main()
{
gl_Position = vec4(vPosition,1.0);
texCoord = vTexCord;
}

7
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/SGSR2/Shaders/2_pass_fs/sgsr2_vertex.vs.meta

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