Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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// Copyright (c) 2023 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using FidelityFX;
namespace UnityEngine.Rendering.PostProcessing
{
[UnityEngine.Scripting.Preserve]
[Serializable]
public class SuperResolution
{
public Func<PostProcessRenderContext, IFsr2Callbacks> callbacksFactory { get; set; } = (context) => new Callbacks(context.resources);
[Tooltip("Standard scaling ratio presets.")]
public Fsr2.QualityMode qualityMode = Fsr2.QualityMode.Quality;
[Tooltip("Apply RCAS sharpening to the image after upscaling.")]
public bool performSharpenPass = true;
[Tooltip("Strength of the sharpening effect.")]
[Range(0, 1)] public float sharpness = 0.8f;
[Tooltip("Allow the use of half precision compute operations, potentially improving performance if the platform supports it.")]
public bool enableFP16 = false;
[Tooltip("Choose where to get the exposure value from. Use auto-exposure from either FSR2 or Unity, provide a manual exposure texture, or use a default value.")]
public ExposureSource exposureSource = ExposureSource.Auto;
[Tooltip("Value by which the input signal will be divided, to get back to the original signal produced by the game.")]
public float preExposure = 1.0f;
[Tooltip("Optional 1x1 texture containing the exposure value for the current frame.")]
public Texture exposure = null;
public enum ExposureSource
{
Default,
Auto,
Unity,
Manual,
}
[Tooltip("Optional texture to control the influence of the current frame on the reconstructed output. If unset, either an auto-generated or a default cleared reactive mask will be used.")]
public Texture reactiveMask = null;
[Tooltip("Optional texture for marking areas of specialist rendering which should be accounted for during the upscaling process. If unset, a default cleared mask will be used.")]
public Texture transparencyAndCompositionMask = null;
[Tooltip("Automatically generate a reactive mask based on the difference between opaque-only render output and the final render output including alpha transparencies.")]
public bool autoGenerateReactiveMask = true;
[Tooltip("Parameters to control the process of auto-generating a reactive mask.")]
public GenerateReactiveParameters generateReactiveParameters = new GenerateReactiveParameters();
[Serializable]
public class GenerateReactiveParameters
{
[Tooltip("A value to scale the output")]
[Range(0, 2)] public float scale = 0.5f;
[Tooltip("A threshold value to generate a binary reactive mask")]
[Range(0, 1)] public float cutoffThreshold = 0.2f;
[Tooltip("A value to set for the binary reactive mask")]
[Range(0, 1)] public float binaryValue = 0.9f;
[Tooltip("Flags to determine how to generate the reactive mask")]
public Fsr2.GenerateReactiveFlags flags = Fsr2.GenerateReactiveFlags.ApplyTonemap | Fsr2.GenerateReactiveFlags.ApplyThreshold | Fsr2.GenerateReactiveFlags.UseComponentsMax;
}
[Tooltip("(Experimental) Automatically generate and use Reactive mask and Transparency & composition mask internally.")]
public bool autoGenerateTransparencyAndComposition = false;
[Tooltip("Parameters to control the process of auto-generating transparency and composition masks.")]
public GenerateTcrParameters generateTransparencyAndCompositionParameters = new GenerateTcrParameters();
[Serializable]
public class GenerateTcrParameters
{
[Tooltip("Setting this value too small will cause visual instability. Larger values can cause ghosting.")]
[Range(0, 1)] public float autoTcThreshold = 0.05f;
[Tooltip("Smaller values will increase stability at hard edges of translucent objects.")]
[Range(0, 2)] public float autoTcScale = 1.0f;
[Tooltip("Larger values result in more reactive pixels.")]
[Range(0, 10)] public float autoReactiveScale = 5.0f;
[Tooltip("Maximum value reactivity can reach.")]
[Range(0, 1)] public float autoReactiveMax = 0.9f;
}
public Vector2 jitter { get; private set; }
public Vector2Int renderSize => _renderSize;
public Vector2Int displaySize => _displaySize;
public RenderTargetIdentifier colorOpaqueOnly { get; set; }
private Fsr2Context _fsrContext;
private Vector2Int _renderSize;
private Vector2Int _displaySize;
private bool _resetHistory;
private IFsr2Callbacks _callbacks;
private float _appliedBiasOffset;
private readonly Fsr2.DispatchDescription _dispatchDescription = new Fsr2.DispatchDescription();
private readonly Fsr2.GenerateReactiveDescription _genReactiveDescription = new Fsr2.GenerateReactiveDescription();
private Fsr2.QualityMode _prevQualityMode;
private ExposureSource _prevExposureSource;
private Vector2Int _prevDisplaySize;
private Rect _originalRect;
public bool IsSupported()
{
return SystemInfo.supportsComputeShaders && SystemInfo.supportsMotionVectors;
}
public DepthTextureMode GetCameraFlags()
{
return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
}
public void Release()
{
DestroyFsrContext();
}
public void ResetHistory()
{
_resetHistory = true;
}
public void ConfigureJitteredProjectionMatrix(PostProcessRenderContext context)
{
ApplyJitter(context.camera);
}
public void ConfigureCameraViewport(PostProcessRenderContext context)
{
var camera = context.camera;
_originalRect = camera.rect;
// Determine the desired rendering and display resolutions
_displaySize = new Vector2Int(camera.pixelWidth, camera.pixelHeight);
Fsr2.GetRenderResolutionFromQualityMode(out int renderWidth, out int renderHeight, _displaySize.x, _displaySize.y, qualityMode);
_renderSize = new Vector2Int(renderWidth, renderHeight);
// Render to a smaller portion of the screen by manipulating the camera's viewport rect
camera.aspect = (_displaySize.x * _originalRect.width) / (_displaySize.y * _originalRect.height);
camera.rect = new Rect(0, 0, _originalRect.width * _renderSize.x / _displaySize.x, _originalRect.height * _renderSize.y / _displaySize.y);
}
public void ResetCameraViewport(PostProcessRenderContext context)
{
context.camera.rect = _originalRect;
}
public void Render(PostProcessRenderContext context)
{
var cmd = context.command;
cmd.BeginSample("FSR2");
// Monitor for any resolution changes and recreate the FSR2 context if necessary
// We can't create an FSR2 context without info from the post-processing context, so delay the initial setup until here
if (_fsrContext == null || _displaySize.x != _prevDisplaySize.x || _displaySize.y != _prevDisplaySize.y || qualityMode != _prevQualityMode || exposureSource != _prevExposureSource)
{
DestroyFsrContext();
CreateFsrContext(context);
}
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, context.source);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors);
SetupDispatchDescription(context);
if (autoGenerateReactiveMask)
{
SetupAutoReactiveDescription(context);
cmd.GetTemporaryRT(Fsr2ShaderIDs.UavAutoReactive, _renderSize.x, _renderSize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
_fsrContext.GenerateReactiveMask(_genReactiveDescription, cmd);
_dispatchDescription.Reactive = Fsr2ShaderIDs.UavAutoReactive;
}
_fsrContext.Dispatch(_dispatchDescription, cmd);
cmd.EndSample("FSR2");
_resetHistory = false;
}
private void CreateFsrContext(PostProcessRenderContext context)
{
_prevQualityMode = qualityMode;
_prevExposureSource = exposureSource;
_prevDisplaySize = _displaySize;
// Initialize FSR2 context
Fsr2.InitializationFlags flags = 0;
if (context.camera.allowHDR) flags |= Fsr2.InitializationFlags.EnableHighDynamicRange;
if (enableFP16) flags |= Fsr2.InitializationFlags.EnableFP16Usage;
if (exposureSource == ExposureSource.Auto) flags |= Fsr2.InitializationFlags.EnableAutoExposure;
_callbacks = callbacksFactory(context);
_fsrContext = Fsr2.CreateContext(_displaySize, _renderSize, _callbacks, flags);
// Apply a mipmap bias so that textures retain their sharpness
float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _displaySize.x);
if (!float.IsNaN(biasOffset) && !float.IsInfinity(biasOffset))
{
_callbacks.ApplyMipmapBias(biasOffset);
_appliedBiasOffset = biasOffset;
}
else
{
_appliedBiasOffset = 0f;
}
}
private void DestroyFsrContext()
{
if (_fsrContext != null)
{
_fsrContext.Destroy();
_fsrContext = null;
}
// Undo the current mipmap bias offset
if (!float.IsNaN(_appliedBiasOffset) && !float.IsInfinity(_appliedBiasOffset) && _appliedBiasOffset != 0f)
{
_callbacks.ApplyMipmapBias(-_appliedBiasOffset);
_appliedBiasOffset = 0f;
}
}
private void ApplyJitter(Camera camera)
{
// Perform custom jittering of the camera's projection matrix according to FSR2's recipe
int jitterPhaseCount = Fsr2.GetJitterPhaseCount(_renderSize.x, _displaySize.x);
Fsr2.GetJitterOffset(out float jitterX, out float jitterY, Time.frameCount, jitterPhaseCount);
_dispatchDescription.JitterOffset = new Vector2(jitterX, jitterY);
jitterX = 2.0f * jitterX / _renderSize.x;
jitterY = 2.0f * jitterY / _renderSize.y;
var jitterTranslationMatrix = Matrix4x4.Translate(new Vector3(jitterX, jitterY, 0));
camera.nonJitteredProjectionMatrix = camera.projectionMatrix;
camera.projectionMatrix = jitterTranslationMatrix * camera.nonJitteredProjectionMatrix;
camera.useJitteredProjectionMatrixForTransparentRendering = false;
jitter = new Vector2(jitterX, jitterY);
}
private void SetupDispatchDescription(PostProcessRenderContext context)
{
var camera = context.camera;
// Set up the main FSR2 dispatch parameters
// The input textures are left blank here, as they get bound directly through SetGlobalTexture elsewhere in this source file
_dispatchDescription.Color = null;
_dispatchDescription.Depth = null;
_dispatchDescription.MotionVectors = null;
_dispatchDescription.Exposure = null;
_dispatchDescription.Reactive = null;
_dispatchDescription.TransparencyAndComposition = null;
if (exposureSource == ExposureSource.Manual && exposure != null) _dispatchDescription.Exposure = exposure;
if (exposureSource == ExposureSource.Unity) _dispatchDescription.Exposure = context.autoExposureTexture;
if (reactiveMask != null) _dispatchDescription.Reactive = reactiveMask;
if (transparencyAndCompositionMask != null) _dispatchDescription.TransparencyAndComposition = transparencyAndCompositionMask;
_dispatchDescription.Output = context.destination;
_dispatchDescription.PreExposure = preExposure;
_dispatchDescription.EnableSharpening = performSharpenPass;
_dispatchDescription.Sharpness = sharpness;
_dispatchDescription.MotionVectorScale.x = -_renderSize.x;
_dispatchDescription.MotionVectorScale.y = -_renderSize.y;
_dispatchDescription.RenderSize = _renderSize;
_dispatchDescription.InputResourceSize = _renderSize; // TODO: this may need to be maxRenderSize to support dynamic resolution
_dispatchDescription.FrameTimeDelta = Time.unscaledDeltaTime;
_dispatchDescription.CameraNear = camera.nearClipPlane;
_dispatchDescription.CameraFar = camera.farClipPlane;
_dispatchDescription.CameraFovAngleVertical = camera.fieldOfView * Mathf.Deg2Rad;
_dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity
_dispatchDescription.Reset = _resetHistory;
// Set up the parameters for the optional experimental auto-TCR feature
_dispatchDescription.EnableAutoReactive = autoGenerateTransparencyAndComposition;
if (autoGenerateTransparencyAndComposition)
{
_dispatchDescription.ColorOpaqueOnly = colorOpaqueOnly;
_dispatchDescription.AutoTcThreshold = generateTransparencyAndCompositionParameters.autoTcThreshold;
_dispatchDescription.AutoTcScale = generateTransparencyAndCompositionParameters.autoTcScale;
_dispatchDescription.AutoReactiveScale = generateTransparencyAndCompositionParameters.autoReactiveScale;
_dispatchDescription.AutoReactiveMax = generateTransparencyAndCompositionParameters.autoReactiveMax;
}
if (SystemInfo.usesReversedZBuffer)
{
// Swap the near and far clip plane distances as FSR2 expects this when using inverted depth
(_dispatchDescription.CameraNear, _dispatchDescription.CameraFar) = (_dispatchDescription.CameraFar, _dispatchDescription.CameraNear);
}
}
private void SetupAutoReactiveDescription(PostProcessRenderContext context)
{
// Set up the parameters to auto-generate a reactive mask
_genReactiveDescription.ColorOpaqueOnly = colorOpaqueOnly;
_genReactiveDescription.ColorPreUpscale = null;
_genReactiveDescription.OutReactive = null;
_genReactiveDescription.RenderSize = _renderSize;
_genReactiveDescription.Scale = generateReactiveParameters.scale;
_genReactiveDescription.CutoffThreshold = generateReactiveParameters.cutoffThreshold;
_genReactiveDescription.BinaryValue = generateReactiveParameters.binaryValue;
_genReactiveDescription.Flags = generateReactiveParameters.flags;
}
private class Callbacks : Fsr2CallbacksBase
{
private readonly PostProcessResources _resources;
public Callbacks(PostProcessResources resources)
{
_resources = resources;
}
public override ComputeShader LoadComputeShader(string name)
{
return _resources.computeShaders.FindComputeShader(name);
}
public override void UnloadComputeShader(ComputeShader shader)
{
}
}
}
}