xess add depth

This commit is contained in:
StarBeats 2024-12-12 20:32:36 +08:00
parent c5a7d12e01
commit 456715cc58
10 changed files with 116 additions and 45 deletions

View File

@ -28,7 +28,7 @@ MonoBehaviour:
m_SupportsHDR: 1 m_SupportsHDR: 1
m_HDRColorBufferPrecision: 0 m_HDRColorBufferPrecision: 0
m_MSAA: 1 m_MSAA: 1
m_RenderScale: 0.6 m_RenderScale: 0.75
m_UpscalingFilter: 0 m_UpscalingFilter: 0
m_FsrOverrideSharpness: 1 m_FsrOverrideSharpness: 1
m_FsrSharpness: 1 m_FsrSharpness: 1
@ -115,5 +115,5 @@ MonoBehaviour:
m_ShaderVariantLogLevel: 0 m_ShaderVariantLogLevel: 0
m_ShadowCascades: 0 m_ShadowCascades: 0
superResolution: 14 superResolution: 14
sSRenderScale: 4 sSRenderScale: 3
vrsRate: 0 vrsRate: 0

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@ -145,23 +145,24 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: c3c4391133b9f3142b57264047029ec5, type: 3} m_Script: {fileID: 11500000, guid: c3c4391133b9f3142b57264047029ec5, type: 3}
m_Name: XESS m_Name: XESS
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_Active: 1 m_Active: 0
xess1ConfigParam: xess1ConfigParam:
OutputWidth: 1920 OutputWidth: 1920
OutputHeight: 1080 OutputHeight: 1080
Quality: 103 Quality: 103
UseHiResMotionVectors: 1 UseHiResMotionVectors: 0
UseJitteredMotionVectors: 0 UseJitteredMotionVectors: 0
UseMotionVectorsInNDC: 0 UseMotionVectorsInNDC: 1
UseExposureTexture: 0 UseExposureTexture: 0
UseResponsiveMask: 0 UseResponsiveMask: 0
UseAutoExposure: 0 UseAutoExposure: 0
EnableProfiling: 0 EnableProfiling: 0
VelocityScaleX: 1 VelocityScaleX: -2
VelocityScaleY: 1 VelocityScaleY: 2
JitterScaleX: 1 JitterScaleX: 1
JitterScaleY: 1 JitterScaleY: 1
ExposureScale: 1 ExposureScale: 1
MipMapBias: -1.91
--- !u!114 &1524480044783497712 --- !u!114 &1524480044783497712
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -174,14 +175,14 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: a6b8ba513f1b1fe499924f362fdde22d, type: 3} m_Script: {fileID: 11500000, guid: a6b8ba513f1b1fe499924f362fdde22d, type: 3}
m_Name: GSR m_Name: GSR
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_Active: 0 m_Active: 1
v1settings: v1settings:
EnableEdgeDirection: 1 EnableEdgeDirection: 1
Mode: 1 Mode: 1
Sharp: 2 Sharp: 2
GSRV1Material: {fileID: 2100000, guid: d57e64d5723127243b429034bed82c7d, type: 2} GSRV1Material: {fileID: 2100000, guid: d57e64d5723127243b429034bed82c7d, type: 2}
v2settings: v2settings:
UseCompute2Pass: 1 UseCompute2Pass: 0
GSRV2Material: {fileID: 2100000, guid: faa906817c0647f42a0cec70faeb91c1, type: 2} GSRV2Material: {fileID: 2100000, guid: faa906817c0647f42a0cec70faeb91c1, type: 2}
GSRV2ComputeShader: {fileID: 7200000, guid: 9a4e6ff1f9a33fa4ea1e9744e313e2fd, type: 3} GSRV2ComputeShader: {fileID: 7200000, guid: 9a4e6ff1f9a33fa4ea1e9744e313e2fd, type: 3}
FiveSample: 0 FiveSample: 0

View File

@ -126,6 +126,8 @@ struct Xess1ConfigParam
/// If enable GPU profiling. /// If enable GPU profiling.
bool EnableProfiling; bool EnableProfiling;
bool InvertedDepth;
float VelocityScaleX; float VelocityScaleX;
float VelocityScaleY; float VelocityScaleY;
@ -145,6 +147,7 @@ struct Xess1ExecParam
void* ColorTexture; void* ColorTexture;
void* VelocityTexture; void* VelocityTexture;
void* OutputTexture; void* OutputTexture;
void* DepthTexture;
}; };
bool XessV13::configxess(void* data) bool XessV13::configxess(void* data)
@ -181,6 +184,10 @@ bool XessV13::configxess(void* data)
{ {
params.initFlags |= XESS_D3D12_DEBUG_ENABLE_PROFILING; params.initFlags |= XESS_D3D12_DEBUG_ENABLE_PROFILING;
} }
if (config->InvertedDepth)
{
params.initFlags |= XESS_INIT_FLAG_INVERTED_DEPTH;
}
params.pPipelineLibrary = nullptr; params.pPipelineLibrary = nullptr;
@ -232,7 +239,7 @@ void XessV13::execute(void* data, ID3D12GraphicsCommandList* cmd_list)
params.pColorTexture = (ID3D12Resource*)param->ColorTexture; params.pColorTexture = (ID3D12Resource*)param->ColorTexture;
params.pVelocityTexture = (ID3D12Resource*)param->VelocityTexture; params.pVelocityTexture = (ID3D12Resource*)param->VelocityTexture;
params.pOutputTexture = (ID3D12Resource*)param->OutputTexture; params.pOutputTexture = (ID3D12Resource*)param->OutputTexture;
params.pDepthTexture = nullptr; params.pDepthTexture = (ID3D12Resource*)param->DepthTexture;
params.pExposureScaleTexture = nullptr; params.pExposureScaleTexture = nullptr;
params.pResponsivePixelMaskTexture = nullptr; params.pResponsivePixelMaskTexture = nullptr;

View File

@ -501,9 +501,11 @@ namespace UnityEngine.Rendering.Universal
ref var colorDescriptor = ref cameraData.cameraTargetDescriptor; ref var colorDescriptor = ref cameraData.cameraTargetDescriptor;
colorDescriptor.width = cameraData.camera.pixelWidth; colorDescriptor.width = cameraData.camera.pixelWidth;
colorDescriptor.height = cameraData.camera.pixelHeight; colorDescriptor.height = cameraData.camera.pixelHeight;
if (asset.SuperResolution == ESuperResolution.XESS13)
colorDescriptor.graphicsFormat = GraphicsFormat.R16G16B16A16_SFloat; {
colorDescriptor.enableRandomWrite = true; // compute colorDescriptor.graphicsFormat = GraphicsFormat.R16G16B16A16_SFloat;
colorDescriptor.enableRandomWrite = true; // compute
}
renderer.m_ColorBufferSystem.SetCameraSettings(colorDescriptor, FilterMode.Bilinear); renderer.m_ColorBufferSystem.SetCameraSettings(colorDescriptor, FilterMode.Bilinear);

View File

@ -275,6 +275,7 @@ namespace UnityEngine.Rendering.Universal
// Temporal Anti-aliasing can use negative mip bias to increase texture sharpness and new information for the jitter. // Temporal Anti-aliasing can use negative mip bias to increase texture sharpness and new information for the jitter.
float taaMipBias = Math.Min(cameraData.taaSettings.mipBias, 0.0f); float taaMipBias = Math.Min(cameraData.taaSettings.mipBias, 0.0f);
mipBias = Math.Min(mipBias, taaMipBias); mipBias = Math.Min(mipBias, taaMipBias);
// TODO: xyang Mip bias
cmd.SetGlobalVector(ShaderPropertyId.globalMipBias, new Vector2(mipBias, Mathf.Pow(2.0f, mipBias))); cmd.SetGlobalVector(ShaderPropertyId.globalMipBias, new Vector2(mipBias, Mathf.Pow(2.0f, mipBias)));
//Set per camera matrices. //Set per camera matrices.

View File

@ -58,6 +58,7 @@ namespace X.Rendering.Feature
public static void RecordFrame(RTHandle source, CommandBuffer cmd) public static void RecordFrame(RTHandle source, CommandBuffer cmd)
{ {
#if UNITY_ANDROID && !UNITY_EDITOR
presented = false; presented = false;
var index = frameIndex++ % 2; var index = frameIndex++ % 2;
var desc = source.rt.descriptor; var desc = source.rt.descriptor;
@ -70,6 +71,8 @@ namespace X.Rendering.Feature
RenderingUtils.ReAllocateIfNeeded(ref presentRt, desc); RenderingUtils.ReAllocateIfNeeded(ref presentRt, desc);
var history = historys[index]; var history = historys[index];
cmd.Blit(source, history); cmd.Blit(source, history);
#endif
} }
} }
} }

View File

@ -39,7 +39,7 @@ namespace X.Rendering.Feature
public bool UseAutoExposure; public bool UseAutoExposure;
/// If enable GPU profiling. /// If enable GPU profiling.
public bool EnableProfiling; public bool EnableProfiling;
public bool InvertedDepth;
public float VelocityScaleX; public float VelocityScaleX;
public float VelocityScaleY; public float VelocityScaleY;
@ -47,6 +47,9 @@ namespace X.Rendering.Feature
public float JitterScaleY; public float JitterScaleY;
public float ExposureScale; public float ExposureScale;
[Range(-5,5)]
public float MipMapBias;
}; };
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
@ -61,6 +64,7 @@ namespace X.Rendering.Feature
public IntPtr ColorTexture; public IntPtr ColorTexture;
public IntPtr VelocityTexture; public IntPtr VelocityTexture;
public IntPtr OutputTexture; public IntPtr OutputTexture;
public IntPtr DepthTexture;
}; };
internal unsafe class XESS : ScriptableRendererFeature, ISuperResolutionFeature internal unsafe class XESS : ScriptableRendererFeature, ISuperResolutionFeature
@ -72,6 +76,7 @@ namespace X.Rendering.Feature
private bool needTurnOffXess = false; private bool needTurnOffXess = false;
IntPtr xess1ExecParamPtr; IntPtr xess1ExecParamPtr;
IntPtr xess1ConfigParamPtr; IntPtr xess1ConfigParamPtr;
private ProfilingSampler profiler;
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{ {
@ -82,6 +87,7 @@ namespace X.Rendering.Feature
xess1ExecParamPtr = Marshal.AllocHGlobal(sizeof(Xess1ExecParam)); xess1ExecParamPtr = Marshal.AllocHGlobal(sizeof(Xess1ExecParam));
xess1ConfigParamPtr = Marshal.AllocHGlobal(sizeof(Xess1ConfigParam)); xess1ConfigParamPtr = Marshal.AllocHGlobal(sizeof(Xess1ConfigParam));
needTurnOnXess = true; needTurnOnXess = true;
profiler = new ProfilingSampler("Xess1");
} }
protected override void Dispose(bool disposing) protected override void Dispose(bool disposing)
@ -91,8 +97,43 @@ namespace X.Rendering.Feature
Marshal.FreeHGlobal(xess1ConfigParamPtr); Marshal.FreeHGlobal(xess1ConfigParamPtr);
} }
static internal Matrix4x4 CalculateJitterMatrix(ref CameraData cameraData, out Vector2 jitter)
{
Matrix4x4 jitterMat = Matrix4x4.identity;
jitter = Vector2.zero;
{
int taaFrameIndex = Time.frameCount;
float actualWidth = cameraData.cameraTargetDescriptor.width;
float actualHeight = cameraData.cameraTargetDescriptor.height;
float jitterScale = cameraData.taaSettings.jitterScale;
jitter = CalculateJitter(taaFrameIndex) * jitterScale;
float offsetX = jitter.x * (2.0f / actualWidth);
float offsetY = jitter.y * (2.0f / actualHeight);
jitterMat = Matrix4x4.Translate(new Vector3(offsetX, offsetY, 0.0f));
}
return jitterMat;
}
static internal Vector2 CalculateJitter(int frameIndex)
{
// The variance between 0 and the actual halton sequence values reveals noticeable
// instability in Unity's shadow maps, so we avoid index 0.
float jitterX = HaltonSequence.Get((frameIndex & 1023) + 1, 2) - 0.5f;
float jitterY = HaltonSequence.Get((frameIndex & 1023) + 1, 3) - 0.5f;
return new Vector2(jitterX, jitterY);
}
public void DoSR(CommandBuffer cmd, RTHandle source, RTHandle destination, RTHandle motionVector, ref RenderingData renderingData) public void DoSR(CommandBuffer cmd, RTHandle source, RTHandle destination, RTHandle motionVector, ref RenderingData renderingData)
{ {
using var scp = new ProfilingScope(cmd, profiler);
Xess1ExecParam* xessexecPtr = (Xess1ExecParam*) xess1ExecParamPtr.ToPointer(); Xess1ExecParam* xessexecPtr = (Xess1ExecParam*) xess1ExecParamPtr.ToPointer();
xessexecPtr->ResetHistory = false; xessexecPtr->ResetHistory = false;
if (needTurnOnXess) if (needTurnOnXess)
@ -111,6 +152,7 @@ namespace X.Rendering.Feature
xesscfgPtr->UseJitteredMotionVectors = xess1ConfigParam.UseJitteredMotionVectors; xesscfgPtr->UseJitteredMotionVectors = xess1ConfigParam.UseJitteredMotionVectors;
xesscfgPtr->UseMotionVectorsInNDC = xess1ConfigParam.UseMotionVectorsInNDC; xesscfgPtr->UseMotionVectorsInNDC = xess1ConfigParam.UseMotionVectorsInNDC;
xesscfgPtr->UseResponsiveMask = xess1ConfigParam.UseResponsiveMask; xesscfgPtr->UseResponsiveMask = xess1ConfigParam.UseResponsiveMask;
xesscfgPtr->InvertedDepth = xess1ConfigParam.InvertedDepth;
xesscfgPtr->VelocityScaleX = xess1ConfigParam.VelocityScaleX; xesscfgPtr->VelocityScaleX = xess1ConfigParam.VelocityScaleX;
xesscfgPtr->VelocityScaleY = xess1ConfigParam.VelocityScaleY; xesscfgPtr->VelocityScaleY = xess1ConfigParam.VelocityScaleY;
xesscfgPtr->UseExposureTexture = xess1ConfigParam.UseExposureTexture; xesscfgPtr->UseExposureTexture = xess1ConfigParam.UseExposureTexture;
@ -119,14 +161,24 @@ namespace X.Rendering.Feature
cmd.IssuePluginEventAndData(RenderingPlugin.GetRenderEventAndDataFunc(), (int)RenderingPlugin.NativeRenderingEvent.UpdateXESS1Config, xess1ConfigParamPtr); cmd.IssuePluginEventAndData(RenderingPlugin.GetRenderEventAndDataFunc(), (int)RenderingPlugin.NativeRenderingEvent.UpdateXESS1Config, xess1ConfigParamPtr);
xessexecPtr->ResetHistory = true; xessexecPtr->ResetHistory = true;
} }
var cameraData = renderingData.cameraData;
var camera = cameraData.camera;
Matrix4x4 projectionMatrix = camera.projectionMatrix;
Matrix4x4 jitterMat = CalculateJitterMatrix(ref cameraData, out Vector2 jitter);
cameraData.SetViewProjectionAndJitterMatrix(camera.worldToCameraMatrix, projectionMatrix, jitterMat);
cameraData.worldSpaceCameraPos = camera.transform.position;
cmd.SetGlobalVector(ShaderPropertyId.globalMipBias, new Vector2(xess1ConfigParam.MipMapBias, Mathf.Pow(2.0f, xess1ConfigParam.MipMapBias)));
xessexecPtr->InputWidth = source.referenceSize.x; xessexecPtr->InputWidth = source.referenceSize.x;
xessexecPtr->InputHeight = source.referenceSize.y; xessexecPtr->InputHeight = source.referenceSize.y;
xessexecPtr->ExposureScale = 1.0f; xessexecPtr->ExposureScale = 1.0f;
xessexecPtr->ColorTexture = source.rt.GetNativeTexturePtr(); xessexecPtr->ColorTexture = source.rt.GetNativeTexturePtr();
xessexecPtr->VelocityTexture = motionVector.rt.GetNativeTexturePtr(); xessexecPtr->VelocityTexture = motionVector.rt.GetNativeTexturePtr();
xessexecPtr->OutputTexture = destination.rt.GetNativeTexturePtr(); xessexecPtr->OutputTexture = destination.rt.GetNativeTexturePtr();
xessexecPtr->Jitterx = 0; xessexecPtr->DepthTexture = renderingData.cameraData.renderer.cameraDepthTargetHandle.rt.GetNativeTexturePtr();
xessexecPtr->Jittery = 0; xessexecPtr->Jitterx = -jitter.x;
xessexecPtr->Jittery = jitter.y;
cmd.IssuePluginEventAndData(RenderingPlugin.GetRenderEventAndDataFunc(), (int)RenderingPlugin.NativeRenderingEvent.DoXESS1, xess1ExecParamPtr); cmd.IssuePluginEventAndData(RenderingPlugin.GetRenderEventAndDataFunc(), (int)RenderingPlugin.NativeRenderingEvent.DoXESS1, xess1ExecParamPtr);
if (needTurnOffXess) if (needTurnOffXess)

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@ -297,12 +297,12 @@ namespace UnityEngine.Rendering.Universal
return s; return s;
} }
} }
static internal Matrix4x4 CalculateJitterMatrix(ref CameraData cameraData, out Vector2 jitter)
static internal Matrix4x4 CalculateJitterMatrix(ref CameraData cameraData)
{ {
Matrix4x4 jitterMat = Matrix4x4.identity; Matrix4x4 jitterMat = Matrix4x4.identity;
bool isJitter = cameraData.IsTemporalAAEnabled(); bool isJitter = cameraData.IsTemporalAAEnabled();
jitter = Vector2.zero;
if (isJitter) if (isJitter)
{ {
int taaFrameCountOffset = cameraData.taaSettings.jitterFrameCountOffset; int taaFrameCountOffset = cameraData.taaSettings.jitterFrameCountOffset;
@ -312,7 +312,7 @@ namespace UnityEngine.Rendering.Universal
float actualHeight = cameraData.cameraTargetDescriptor.height; float actualHeight = cameraData.cameraTargetDescriptor.height;
float jitterScale = cameraData.taaSettings.jitterScale; float jitterScale = cameraData.taaSettings.jitterScale;
var jitter = CalculateJitter(taaFrameIndex) * jitterScale; jitter = CalculateJitter(taaFrameIndex) * jitterScale;
float offsetX = jitter.x * (2.0f / actualWidth); float offsetX = jitter.x * (2.0f / actualWidth);
float offsetY = jitter.y * (2.0f / actualHeight); float offsetY = jitter.y * (2.0f / actualHeight);
@ -323,6 +323,11 @@ namespace UnityEngine.Rendering.Universal
return jitterMat; return jitterMat;
} }
static internal Matrix4x4 CalculateJitterMatrix(ref CameraData cameraData)
{
return CalculateJitterMatrix(ref cameraData, out var jitter);
}
static internal Vector2 CalculateJitter(int frameIndex) static internal Vector2 CalculateJitter(int frameIndex)
{ {
// The variance between 0 and the actual halton sequence values reveals noticeable // The variance between 0 and the actual halton sequence values reveals noticeable

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@ -43,7 +43,7 @@ MonoBehaviour:
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height: 1331 height: 1331
m_ShowMode: 4 m_ShowMode: 4
m_Title: Inspector m_Title: Console
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m_MinSize: {x: 875, y: 321} m_MinSize: {x: 875, y: 321}
m_MaxSize: {x: 10000, y: 10000} m_MaxSize: {x: 10000, y: 10000}
@ -97,7 +97,7 @@ MonoBehaviour:
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--- !u!114 &5 --- !u!114 &5
MonoBehaviour: MonoBehaviour:
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m_Panes: m_Panes:
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@ -150,7 +150,7 @@ MonoBehaviour:
m_MinSize: {x: 200, y: 50} m_MinSize: {x: 200, y: 50}
m_MaxSize: {x: 16192, y: 8096} m_MaxSize: {x: 16192, y: 8096}
vertical: 0 vertical: 0
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draggingID: 0 draggingID: 0
--- !u!114 &7 --- !u!114 &7
MonoBehaviour: MonoBehaviour:
@ -202,7 +202,7 @@ MonoBehaviour:
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m_MaxSize: {x: 16192, y: 8096} m_MaxSize: {x: 16192, y: 8096}
vertical: 0 vertical: 0
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--- !u!114 &9 --- !u!114 &9
MonoBehaviour: MonoBehaviour:
@ -228,7 +228,7 @@ MonoBehaviour:
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vertical: 0 vertical: 0
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--- !u!114 &10 --- !u!114 &10
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@ -403,7 +403,7 @@ MonoBehaviour:
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