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.Rendering;
using UnityEngine.Rendering.PostProcessing;
using FidelityFX;
namespace UnityEngine.Rendering.PostProcessing
{
[Serializable]
public class Fsr2QualityModeParameter : ParameterOverride<Fsr2.QualityMode>
{
}
[Serializable]
public class Fsr2GenerateReactiveParameters: ParameterOverride<Fsr2GenerateReactiveParams>
{
}
[Serializable]
public class Fsr2GenerateReactiveParams
{
[Range(0, 2)] public float scale = 0.5f;
[Range(0, 1)] public float cutoffThreshold = 0.2f;
[Range(0, 1)] public float binaryValue = 0.9f;
public Fsr2.GenerateReactiveFlags flags = Fsr2.GenerateReactiveFlags.ApplyTonemap | Fsr2.GenerateReactiveFlags.ApplyThreshold | Fsr2.GenerateReactiveFlags.UseComponentsMax;
}
[UnityEngine.Scripting.Preserve]
[Serializable]
public class SuperResolution
{
public Fsr2QualityModeParameter qualityMode = new Fsr2QualityModeParameter() { value = Fsr2.QualityMode.Quality };
public BoolParameter performSharpenPass = new BoolParameter() { value = true };
[Range(0, 1)] public FloatParameter sharpness = new FloatParameter() { value = 0.8f };
[Tooltip("Allow the use of half precision compute operations, potentially improving performance")]
public BoolParameter enableFP16 = new BoolParameter() { value = false };
[Header("Exposure")]
public BoolParameter enableAutoExposure = new BoolParameter() { value = true };
public FloatParameter preExposure = new FloatParameter() { value = 1.0f };
public TextureParameter exposure = new TextureParameter() { value = null };
[Header("Reactivity, Transparency & Composition")]
public TextureParameter reactiveMask = new TextureParameter() { value = null };
public TextureParameter transparencyAndCompositionMask = new TextureParameter() { value = null };
public BoolParameter autoGenerateReactiveMask = new BoolParameter() { value = true };
public Fsr2GenerateReactiveParameters generateReactiveParameters = new Fsr2GenerateReactiveParameters();
public Vector2 jitter { get; private set; }
private Fsr2Context _fsrContext;
private Vector2Int _renderSize;
private Vector2Int _displaySize;
private bool _reset;
private readonly Fsr2.DispatchDescription _dispatchDescription = new Fsr2.DispatchDescription();
private readonly Fsr2.GenerateReactiveDescription _genReactiveDescription = new Fsr2.GenerateReactiveDescription();
private RenderTexture _upscaledOutput;
private Fsr2.QualityMode _prevQualityMode;
private Vector2Int _prevDisplaySize;
public bool IsSupported()
{
return SystemInfo.supportsComputeShaders && SystemInfo.supportsMotionVectors;
}
public DepthTextureMode GetCameraFlags()
{
return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
}
public void ResetHistory()
{
_reset = true;
}
public void ConfigureJitteredProjectionMatrix(PostProcessRenderContext context)
{
ApplyJitter(context.camera);
}
public void Render(PostProcessRenderContext context)
{
var cmd = context.command;
if (!Application.isPlaying)
{
// We don't want this effect to start injecting scripts in edit mode, so just blit and skip the rest entirely
cmd.BlitFullscreenTriangle(context.source, context.destination);
return;
}
// 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)
{
DestroyFsrContext();
CreateFsrContext(context);
_prevQualityMode = qualityMode;
}
// Effects rendering happens in OnPreCull, so this is the right place to apply camera jittering
ApplyJitter(context.camera);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Color);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors);
SetupDispatchDescription(context);
if (autoGenerateReactiveMask)
{
// TODO: auto-generate reactive mask
}
cmd.GetTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput, _displaySize.x, _displaySize.y, 0, default, context.sourceFormat, default, 1, true);
// _dispatchDescription.Output = _upscaledOutput;
_fsrContext.Dispatch(_dispatchDescription, cmd);
cmd.BlitFullscreenTriangle(Fsr2ShaderIDs.UavUpscaledOutput, context.destination);
cmd.ReleaseTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput);
}
private void CreateFsrContext(PostProcessRenderContext context)
{
_displaySize = new Vector2Int(context.width, context.height);
_prevDisplaySize = _displaySize;
// TODO: re-enable actual resolution scaling
// Fsr2.GetRenderResolutionFromQualityMode(out var renderWidth, out var renderHeight, _displaySize.x, _displaySize.y, qualityMode);
// _renderSize = new Vector2Int(renderWidth, renderHeight);
_renderSize = _displaySize;
Fsr2.InitializationFlags flags = 0;
if (context.camera.allowHDR) flags |= Fsr2.InitializationFlags.EnableHighDynamicRange;
if (enableFP16) flags |= Fsr2.InitializationFlags.EnableFP16Usage;
if (enableAutoExposure) flags |= Fsr2.InitializationFlags.EnableAutoExposure;
_fsrContext = Fsr2.CreateContext(_displaySize, _renderSize, new Callbacks(context.resources), flags);
// Apply a mipmap bias so that textures retain their sharpness
float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _displaySize.x);
//Fsr2.GlobalCallbacks.ApplyMipmapBias(biasOffset);
_upscaledOutput = new RenderTexture(_displaySize.x, _displaySize.y, 0, context.sourceFormat) { name = "FSR2 Upscaled Output", enableRandomWrite = true };
_upscaledOutput.Create();
}
private void DestroyFsrContext()
{
if (_fsrContext != null)
{
_fsrContext.Destroy();
_fsrContext = null;
// Undo the previous mipmap bias adjustment
float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _prevDisplaySize.x);
//Fsr2.GlobalCallbacks.ApplyMipmapBias(-biasOffset);
}
if (_upscaledOutput != null)
{
_upscaledOutput.Release();
_upscaledOutput = null;
}
}
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 and output textures are left blank here, as they are already being bound elsewhere in this source file
_dispatchDescription.Color = null;
_dispatchDescription.Depth = null;
_dispatchDescription.MotionVectors = null;
_dispatchDescription.Exposure = null;
_dispatchDescription.Reactive = null;
_dispatchDescription.TransparencyAndComposition = null;
if (!enableAutoExposure && exposure.value != null) _dispatchDescription.Exposure = exposure.value;
if (reactiveMask.value != null) _dispatchDescription.Reactive = reactiveMask.value;
if (transparencyAndCompositionMask.value != null) _dispatchDescription.TransparencyAndComposition = transparencyAndCompositionMask.value;
_dispatchDescription.Output = null;
_dispatchDescription.PreExposure = preExposure;
_dispatchDescription.EnableSharpening = performSharpenPass;
_dispatchDescription.Sharpness = sharpness;
_dispatchDescription.MotionVectorScale.x = -_renderSize.x;
_dispatchDescription.MotionVectorScale.y = -_renderSize.y;
_dispatchDescription.RenderSize = _renderSize;
_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 = _reset;
_reset = false;
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);
}
}
public void Release()
{
DestroyFsrContext();
}
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)
{
}
}
}
}