Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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using System.Runtime.InteropServices;
namespace UnityEngine.Rendering.PostProcessing
{
internal class SGSR2Upscaler_2PassFS: SGSR2Upscaler
{
protected override string VariantName => "SGSR2 2-Pass Fragment";
private PropertySheet _sheet;
private readonly RenderTargetIdentifier[] _mrt = new RenderTargetIdentifier[2];
public override void CreateContext(PostProcessRenderContext context, Upscaling config)
{
base.CreateContext(context, config);
_sheet = new PropertySheet(new Material(context.resources.shaders.sgsr2Upscaler.twoPassFragment));
}
public override void DestroyContext()
{
_sheet.Release();
base.DestroyContext();
}
protected override void DoRender(CommandBuffer cmd, PostProcessRenderContext context, Upscaling config)
{
uint frameIndex = _frameCount % 2;
cmd.SetGlobalTexture("InputColor", context.source);
_sheet.properties.SetTexture("MotionDepthClipAlphaBuffer", _motionDepthClipAlpha);
_sheet.properties.SetTexture("PrevOutput", _upscaleHistory[frameIndex ^ 1]);
_sheet.properties.SetConstantBuffer("cbSGSR2", _paramsBuffer, 0, Marshal.SizeOf<SGSR2.Params>());
cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, _motionDepthClipAlpha, _sheet, 0);
_mrt[0] = context.destination;
_mrt[1] = _upscaleHistory[frameIndex];
cmd.BlitFullscreenTriangle(BuiltinRenderTextureType.None, _mrt, BuiltinRenderTextureType.None, _sheet, 1);
}
}
}