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279 lines
12 KiB
279 lines
12 KiB
// 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 System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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using FidelityFX;
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namespace UnityEngine.Rendering.PostProcessing
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{
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[Serializable]
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public class Fsr2QualityModeParameter : ParameterOverride<Fsr2.QualityMode>
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{
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}
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[Serializable]
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public class Fsr2GenerateReactiveParameters: ParameterOverride<Fsr2GenerateReactiveParams>
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{
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}
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[Serializable]
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public class Fsr2GenerateReactiveParams
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{
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[Range(0, 2)] public float scale = 0.5f;
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[Range(0, 1)] public float cutoffThreshold = 0.2f;
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[Range(0, 1)] public float binaryValue = 0.9f;
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public Fsr2.GenerateReactiveFlags flags = Fsr2.GenerateReactiveFlags.ApplyTonemap | Fsr2.GenerateReactiveFlags.ApplyThreshold | Fsr2.GenerateReactiveFlags.UseComponentsMax;
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}
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[UnityEngine.Scripting.Preserve]
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[Serializable]
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public class SuperResolution
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{
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public Fsr2QualityModeParameter qualityMode = new Fsr2QualityModeParameter() { value = Fsr2.QualityMode.Quality };
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public BoolParameter performSharpenPass = new BoolParameter() { value = true };
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[Range(0, 1)] public FloatParameter sharpness = new FloatParameter() { value = 0.8f };
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[Tooltip("Allow the use of half precision compute operations, potentially improving performance")]
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public BoolParameter enableFP16 = new BoolParameter() { value = false };
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[Header("Exposure")]
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public BoolParameter enableAutoExposure = new BoolParameter() { value = true };
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public FloatParameter preExposure = new FloatParameter() { value = 1.0f };
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public TextureParameter exposure = new TextureParameter() { value = null };
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[Header("Reactivity, Transparency & Composition")]
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public TextureParameter reactiveMask = new TextureParameter() { value = null };
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public TextureParameter transparencyAndCompositionMask = new TextureParameter() { value = null };
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public BoolParameter autoGenerateReactiveMask = new BoolParameter() { value = true };
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public Fsr2GenerateReactiveParameters generateReactiveParameters = new Fsr2GenerateReactiveParameters();
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public Vector2 jitter { get; private set; }
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private Fsr2Context _fsrContext;
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private Vector2Int _renderSize;
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private Vector2Int _displaySize;
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private bool _reset;
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private readonly Fsr2.DispatchDescription _dispatchDescription = new Fsr2.DispatchDescription();
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private readonly Fsr2.GenerateReactiveDescription _genReactiveDescription = new Fsr2.GenerateReactiveDescription();
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private RenderTexture _upscaledOutput;
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private Fsr2.QualityMode _prevQualityMode;
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private Vector2Int _prevDisplaySize;
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public bool IsSupported()
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{
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return SystemInfo.supportsComputeShaders && SystemInfo.supportsMotionVectors;
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}
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public DepthTextureMode GetCameraFlags()
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{
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return DepthTextureMode.Depth | DepthTextureMode.MotionVectors;
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}
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public void ResetHistory()
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{
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_reset = true;
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}
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public void ConfigureJitteredProjectionMatrix(PostProcessRenderContext context)
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{
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ApplyJitter(context.camera);
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}
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public void Render(PostProcessRenderContext context)
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{
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var cmd = context.command;
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if (!Application.isPlaying)
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{
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// We don't want this effect to start injecting scripts in edit mode, so just blit and skip the rest entirely
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cmd.BlitFullscreenTriangle(context.source, context.destination);
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return;
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}
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// Monitor for any resolution changes and recreate the FSR2 context if necessary
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// We can't create an FSR2 context without info from the post-processing context, so delay the initial setup until here
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if (_fsrContext == null || _displaySize.x != _prevDisplaySize.x || _displaySize.y != _prevDisplaySize.y || qualityMode != _prevQualityMode)
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{
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DestroyFsrContext();
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CreateFsrContext(context);
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_prevQualityMode = qualityMode;
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}
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// Effects rendering happens in OnPreCull, so this is the right place to apply camera jittering
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ApplyJitter(context.camera);
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cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Color);
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cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
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cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors);
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SetupDispatchDescription(context);
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if (autoGenerateReactiveMask)
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{
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// TODO: auto-generate reactive mask
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}
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cmd.GetTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput, _displaySize.x, _displaySize.y, 0, default, context.sourceFormat, default, 1, true);
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// _dispatchDescription.Output = _upscaledOutput;
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_fsrContext.Dispatch(_dispatchDescription, cmd);
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cmd.BlitFullscreenTriangle(Fsr2ShaderIDs.UavUpscaledOutput, context.destination);
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cmd.ReleaseTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput);
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}
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private void CreateFsrContext(PostProcessRenderContext context)
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{
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_displaySize = new Vector2Int(context.width, context.height);
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_prevDisplaySize = _displaySize;
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// TODO: re-enable actual resolution scaling
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// Fsr2.GetRenderResolutionFromQualityMode(out var renderWidth, out var renderHeight, _displaySize.x, _displaySize.y, qualityMode);
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// _renderSize = new Vector2Int(renderWidth, renderHeight);
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_renderSize = _displaySize;
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Fsr2.InitializationFlags flags = 0;
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if (context.camera.allowHDR) flags |= Fsr2.InitializationFlags.EnableHighDynamicRange;
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if (enableFP16) flags |= Fsr2.InitializationFlags.EnableFP16Usage;
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if (enableAutoExposure) flags |= Fsr2.InitializationFlags.EnableAutoExposure;
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_fsrContext = Fsr2.CreateContext(_displaySize, _renderSize, new Callbacks(context.resources), flags);
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// Apply a mipmap bias so that textures retain their sharpness
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float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _displaySize.x);
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//Fsr2.GlobalCallbacks.ApplyMipmapBias(biasOffset);
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_upscaledOutput = new RenderTexture(_displaySize.x, _displaySize.y, 0, context.sourceFormat) { name = "FSR2 Upscaled Output", enableRandomWrite = true };
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_upscaledOutput.Create();
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}
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private void DestroyFsrContext()
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{
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if (_fsrContext != null)
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{
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_fsrContext.Destroy();
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_fsrContext = null;
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// Undo the previous mipmap bias adjustment
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float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _prevDisplaySize.x);
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//Fsr2.GlobalCallbacks.ApplyMipmapBias(-biasOffset);
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}
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if (_upscaledOutput != null)
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{
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_upscaledOutput.Release();
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_upscaledOutput = null;
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}
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}
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private void ApplyJitter(Camera camera)
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{
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// Perform custom jittering of the camera's projection matrix according to FSR2's recipe
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int jitterPhaseCount = Fsr2.GetJitterPhaseCount(_renderSize.x, _displaySize.x);
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Fsr2.GetJitterOffset(out float jitterX, out float jitterY, Time.frameCount, jitterPhaseCount);
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_dispatchDescription.JitterOffset = new Vector2(jitterX, jitterY);
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jitterX = 2.0f * jitterX / _renderSize.x;
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jitterY = 2.0f * jitterY / _renderSize.y;
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var jitterTranslationMatrix = Matrix4x4.Translate(new Vector3(jitterX, jitterY, 0));
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camera.nonJitteredProjectionMatrix = camera.projectionMatrix;
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camera.projectionMatrix = jitterTranslationMatrix * camera.nonJitteredProjectionMatrix;
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camera.useJitteredProjectionMatrixForTransparentRendering = false;
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jitter = new Vector2(jitterX, jitterY);
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}
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private void SetupDispatchDescription(PostProcessRenderContext context)
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{
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var camera = context.camera;
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// Set up the main FSR2 dispatch parameters
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// The input and output textures are left blank here, as they are already being bound elsewhere in this source file
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_dispatchDescription.Color = null;
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_dispatchDescription.Depth = null;
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_dispatchDescription.MotionVectors = null;
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_dispatchDescription.Exposure = null;
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_dispatchDescription.Reactive = null;
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_dispatchDescription.TransparencyAndComposition = null;
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if (!enableAutoExposure && exposure.value != null) _dispatchDescription.Exposure = exposure.value;
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if (reactiveMask.value != null) _dispatchDescription.Reactive = reactiveMask.value;
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if (transparencyAndCompositionMask.value != null) _dispatchDescription.TransparencyAndComposition = transparencyAndCompositionMask.value;
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_dispatchDescription.Output = null;
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_dispatchDescription.PreExposure = preExposure;
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_dispatchDescription.EnableSharpening = performSharpenPass;
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_dispatchDescription.Sharpness = sharpness;
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_dispatchDescription.MotionVectorScale.x = -_renderSize.x;
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_dispatchDescription.MotionVectorScale.y = -_renderSize.y;
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_dispatchDescription.RenderSize = _renderSize;
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_dispatchDescription.FrameTimeDelta = Time.unscaledDeltaTime;
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_dispatchDescription.CameraNear = camera.nearClipPlane;
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_dispatchDescription.CameraFar = camera.farClipPlane;
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_dispatchDescription.CameraFovAngleVertical = camera.fieldOfView * Mathf.Deg2Rad;
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_dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity
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_dispatchDescription.Reset = _reset;
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_reset = false;
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if (SystemInfo.usesReversedZBuffer)
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{
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// Swap the near and far clip plane distances as FSR2 expects this when using inverted depth
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(_dispatchDescription.CameraNear, _dispatchDescription.CameraFar) = (_dispatchDescription.CameraFar, _dispatchDescription.CameraNear);
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}
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}
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public void Release()
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{
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DestroyFsrContext();
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}
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private class Callbacks : Fsr2CallbacksBase
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{
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private readonly PostProcessResources _resources;
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public Callbacks(PostProcessResources resources)
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{
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_resources = resources;
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}
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public override ComputeShader LoadComputeShader(string name)
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{
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return _resources.computeShaders.FindComputeShader(name);
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}
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public override void UnloadComputeShader(ComputeShader shader)
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{
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}
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}
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}
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}
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