gsr2 闪烁

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StarBeats 2025-04-28 17:26:47 +08:00
parent 538b12622f
commit a8a769e617
13 changed files with 482 additions and 27 deletions

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@ -114,5 +114,5 @@ MonoBehaviour:
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m_Name: GSR m_Name: GSR
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@ -145,7 +145,7 @@ MonoBehaviour:
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@ -135,6 +135,9 @@ namespace X.Rendering.Feature
fsr1 = new(v1setting); fsr1 = new(v1setting);
fsr2 = new(v2setting); fsr2 = new(v2setting);
fsr3 = new(v3setting); fsr3 = new(v3setting);
fsr1?.Dispose();
fsr2?.Dispose();
fsr3?.Dispose();
} }
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)

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@ -62,7 +62,6 @@ namespace X.Rendering.Feature
public float Exposure_co_rcp = 1; public float Exposure_co_rcp = 1;
internal bool useCompute = false; internal bool useCompute = false;
} }
[SerializeField] [SerializeField]
private V2Setting v2settings; private V2Setting v2settings;
@ -344,6 +343,9 @@ namespace X.Rendering.Feature
compute.DisableKeyword("SAMPLE_NUMBER"); compute.DisableKeyword("SAMPLE_NUMBER");
} }
cmdBuffer.SetComputeFloatParam(compute, "Scalefactor", scaleRatio.y);
cmdBuffer.SetComputeFloatParam(compute, "Biasmax_viewportXScale", viewportXScale);
cmdBuffer.SetComputeTextureParam(compute, 1, "HistoryOutput", historyOut); cmdBuffer.SetComputeTextureParam(compute, 1, "HistoryOutput", historyOut);
cmdBuffer.SetComputeTextureParam(compute, 1, "SceneColorOutput", destination); cmdBuffer.SetComputeTextureParam(compute, 1, "SceneColorOutput", destination);
@ -442,8 +444,11 @@ namespace X.Rendering.Feature
renderSizeParam = new(source.referenceSize.x, source.referenceSize.y, 1.0f / source.referenceSize.x, 1.0f / source.referenceSize.y); renderSizeParam = new(source.referenceSize.x, source.referenceSize.y, 1.0f / source.referenceSize.x, 1.0f / source.referenceSize.y);
outputSizeParam = new(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight); outputSizeParam = new(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
scaleRatio = new float2((float)(camera.pixelWidth) / (float)(source.referenceSize.x), scaleRatio = new float2((float)(camera.pixelWidth) / (float)(source.referenceSize.x),
math.min(20.0f, math.pow(((float)camera.pixelWidth * camera.pixelHeight) / ((float)source.referenceSize.x * source.referenceSize.y), 3.0f))); math.max(math.min(20.0f, math.pow(((float)camera.pixelWidth * camera.pixelHeight) / ((float)source.referenceSize.x * source.referenceSize.y), 3.0f)), 2)
);
viewportXScale = math.min((camera.pixelWidth / (float)source.referenceSize.x), 1.99f); viewportXScale = math.min((camera.pixelWidth / (float)source.referenceSize.x), 1.99f);
cmd.SetGlobalVector("_ScaleRatio", scaleRatio.xyxx);
if (v2settings.UseCompute3Pass) if (v2settings.UseCompute3Pass)
{ {
RenderingUtils.ReAllocateIfNeeded(ref motionDepthAlphaBuffer, name: "motionDepthAlphaBuffer", descriptor: new RenderTextureDescriptor() RenderingUtils.ReAllocateIfNeeded(ref motionDepthAlphaBuffer, name: "motionDepthAlphaBuffer", descriptor: new RenderTextureDescriptor()

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@ -149,7 +149,7 @@ Shader "MRP/SR/GSR2"
motion = Position.xy - PreScreen; motion = Position.xy - PreScreen;
} }
return float4(motion, depthclip, 0.0); return float4(max(motion, 0), depthclip, 0.0);
} }
ENDHLSL ENDHLSL
} }
@ -161,6 +161,7 @@ Shader "MRP/SR/GSR2"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#pragma enable_d3d11_debug_symbols #pragma enable_d3d11_debug_symbols
#pragma target 5.0 #pragma target 5.0
float FastLanczos(float base) float FastLanczos(float base)
@ -198,21 +199,28 @@ Shader "MRP/SR/GSR2"
Texture2D _InputTexture; Texture2D _InputTexture;
SamplerState samLinearClamp; SamplerState samLinearClamp;
float3x3 rgb2ycbcr = float3x3(0.2126, -0.114572, 0.5,
0.7152, -0.385428, -0.454153,
0.0722, 0.5, -0.0458471);
float3x3 ycbcr2rgb = float3x3(1, 1, 1,
0, -0.187324, 1.8556,
1.5748, -0.468124, 0);
fixed4 frag(Varyings i) : SV_Target fixed4 frag(Varyings i) : SV_Target
{ {
float Biasmax_viewportXScale = _ScaleRatio.x; float Biasmax_viewportXScale = _ScaleRatio.x;
float scalefactor = _ScaleRatio.y; float scalefactor = _ScaleRatio.y;
float2 Hruv = i.uv; precise float2 Hruv = i.uv;
precise float2 Jitteruv; precise float2 Jitteruv;
Jitteruv.x = clamp(Hruv.x + (_JitterOffset.x * _renderSizeParam.z), 0.0, 1.0); Jitteruv.x = clamp(Hruv.x + (_JitterOffset.x * _outputSizeParam.z), 0.0, 1.0);
Jitteruv.y = clamp(Hruv.y + (_JitterOffset.y * _renderSizeParam.w), 0.0, 1.0); Jitteruv.y = clamp(Hruv.y + (_JitterOffset.y * _outputSizeParam.w), 0.0, 1.0);
int2 InputPos = int2(Jitteruv * _renderSizeParam.xy); int2 InputPos = int2(Jitteruv * _renderSizeParam.xy);
float3 mda = _MotionDepthClipAlphaBuffer.SampleLevel(samLinearClamp, Jitteruv, 0.0).xyz; precise float3 mda = _MotionDepthClipAlphaBuffer.SampleLevel(samLinearClamp, Jitteruv, 0.0).xyz;
float2 Motion = mda.xy; precise float2 Motion = mda.xy;
float2 PrevUV; float2 PrevUV;
PrevUV.x = clamp(-0.5 * Motion.x + Hruv.x, 0.0, 1.0); PrevUV.x = clamp(-0.5 * Motion.x + Hruv.x, 0.0, 1.0);
@ -224,7 +232,7 @@ Shader "MRP/SR/GSR2"
float depthfactor = mda.z; float depthfactor = mda.z;
float3 HistoryColor = _PrevSceneColorTexture.SampleLevel(samLinearClamp, PrevUV, 0.0).xyz; float3 HistoryColor = _PrevSceneColorTexture.SampleLevel(samLinearClamp, PrevUV, 0.0);
/////upsample and compute box /////upsample and compute box
float4 Upsampledcw = 0.0; float4 Upsampledcw = 0.0;
@ -242,7 +250,7 @@ Shader "MRP/SR/GSR2"
kernelbias *= 0.5f; kernelbias *= 0.5f;
float kernelbias2 = kernelbias * kernelbias; float kernelbias2 = kernelbias * kernelbias;
float2 srcpos_srcOutputPos = srcpos - Hruv * _renderSizeParam.xy; precise float2 srcpos_srcOutputPos = srcpos - Hruv * _renderSizeParam.xy;
//srcOutputPos = Hruv * renderSize; //srcOutputPos = Hruv * renderSize;
float3 rectboxmin; float3 rectboxmin;
float3 rectboxmax; float3 rectboxmax;
@ -412,6 +420,7 @@ Shader "MRP/SR/GSR2"
float basealpha = baseupdate; float basealpha = baseupdate;
const float EPSILON = 1.192e-07f; const float EPSILON = 1.192e-07f;
float boxscale = max(depthfactor, clamp(motion_viewport_len * 0.05f, 0.0, 1.0)); float boxscale = max(depthfactor, clamp(motion_viewport_len * 0.05f, 0.0, 1.0));
float boxsize = lerp(scalefactor, 1.0f, boxscale); float boxsize = lerp(scalefactor, 1.0f, boxscale);
float3 sboxvar = rectboxvar * boxsize; float3 sboxvar = rectboxvar * boxsize;
@ -421,13 +430,16 @@ Shader "MRP/SR/GSR2"
rectboxmin = max(rectboxmin, boxmin); rectboxmin = max(rectboxmin, boxmin);
float3 clampedcolor = clamp(HistoryColor, rectboxmin, rectboxmax); float3 clampedcolor = clamp(HistoryColor, rectboxmin, rectboxmax);
// return float4(clampedcolor.xyz, 0.0);
float startLerpValue = minLerpContribution; float startLerpValue = minLerpContribution;
if ((abs(mda.x) + abs(mda.y)) > 0.000001) startLerpValue = 0.0; if ((abs(mda.x) + abs(mda.y)) > 0.000001) startLerpValue = 0.0;
float lerpcontribution = (any((rectboxmin > HistoryColor)) || any((HistoryColor > rectboxmax))) float lerpcontribution = (any((rectboxmin > HistoryColor)) || any((HistoryColor > rectboxmax)))
? startLerpValue ? startLerpValue
: 1.0f; : 1.0f;
HistoryColor = lerp(clampedcolor, HistoryColor, clamp(lerpcontribution, 0.0, 1.0)); HistoryColor = lerp(clampedcolor, HistoryColor, clamp(lerpcontribution, 0.0, 1.0));
// return float4(lerpcontribution.x,0,0, 0.0);
float basemin = min(basealpha, 0.1f); float basemin = min(basealpha, 0.1f);
basealpha = lerp(basemin, basealpha, clamp(lerpcontribution, 0.0, 1.0)); basealpha = lerp(basemin, basealpha, clamp(lerpcontribution, 0.0, 1.0));

View File

@ -96,7 +96,7 @@ void Convert(uint2 DisThreadID)
uint z10 = Colorycocg.z * 1023.5f; uint z10 = Colorycocg.z * 1023.5f;
YCoCgColor[DisThreadID] = (x11 << 21) | (y11 << 10) | z10; YCoCgColor[DisThreadID] = (x11 << 21) | (y11 << 10) | z10;
MotionDepthClipAlphaBuffer[DisThreadID] = half4(motion, depthclip, ColorMax); MotionDepthClipAlphaBuffer[DisThreadID] = half4(max(motion,0), depthclip, ColorMax);
} }
#define TILE_SIZE_X 8 #define TILE_SIZE_X 8
@ -121,6 +121,8 @@ SamplerState LinearClamp1;
SamplerState LinearClamp2; SamplerState LinearClamp2;
float ValidReset; float ValidReset;
float minLerpContribution;// 0.0 or 0.3, when camera move 0.0, camera freeze 0.3 float minLerpContribution;// 0.0 or 0.3, when camera move 0.0, camera freeze 0.3
float Scalefactor;
float Biasmax_viewportXScale;
RWTexture2D<float4> HistoryOutput; RWTexture2D<float4> HistoryOutput;
RWTexture2D<float3> SceneColorOutput; RWTexture2D<float3> SceneColorOutput;
@ -169,8 +171,10 @@ void Update(uint2 DisThreadID)
float ColorMax = mda.w; float ColorMax = mda.w;
float3 HistoryColor = _inputPrevHistoryOutput.SampleLevel(LinearClamp2, PrevUV, 0).xyz; float3 HistoryColor = _inputPrevHistoryOutput.SampleLevel(LinearClamp2, PrevUV, 0).xyz;
float Biasmax_viewportXScale = min(float(_outputSizeParam.x) / float(_renderSizeParam.x), 1.99);
float2 _ScaleRatio = min(20.0, pow((float(_outputSizeParam.x) / float(_renderSizeParam.x)) * (float(_outputSizeParam.y) / float(_renderSizeParam.y)), 3.0)); //float Biasmax_viewportXScale = min(float(_outputSizeParam.x) / float(_renderSizeParam.x), 1.99);
//float2 _ScaleRatio = min(20.0, pow((float(_outputSizeParam.x) / float(_renderSizeParam.x)) * (float(_outputSizeParam.y) / float(_renderSizeParam.y)), 3.0));
/////upsample and compute box /////upsample and compute box
float4 Upsampledcw = float4(0.0f, 0.0f, 0.0f, 0.0f); float4 Upsampledcw = float4(0.0f, 0.0f, 0.0f, 0.0f);
float kernelfactor = ValidReset; float kernelfactor = ValidReset;
@ -353,8 +357,8 @@ void Update(uint2 DisThreadID)
rectboxcenter *= rectboxweight; rectboxcenter *= rectboxweight;
rectboxvar *= rectboxweight; rectboxvar *= rectboxweight;
rectboxvar = sqrt(abs(rectboxvar - rectboxcenter * rectboxcenter)); rectboxvar = sqrt(abs(rectboxvar - rectboxcenter * rectboxcenter));
////Upsampledcw.xyz = (Upsampledcw.w > 0.00025f) ? clamp(Upsampledcw.xyz / Upsampledcw.w, rectboxmin, rectboxmax) : Upsampledcw.xyz; //Upsampledcw.xyz = (Upsampledcw.w > 0.00025f) ? clamp(Upsampledcw.xyz / Upsampledcw.w, rectboxmin, rectboxmax) : Upsampledcw.xyz;
////Upsampledcw.w = (Upsampledcw.w > 0.00025f) ? Upsampledcw.w * (1.0f / 3.0f) : 0.0f; //Upsampledcw.w = (Upsampledcw.w > 0.00025f) ? Upsampledcw.w * (1.0f / 3.0f) : 0.0f;
float3 bias = float3(0.05f, 0.05f, 0.05f); float3 bias = float3(0.05f, 0.05f, 0.05f);
Upsampledcw.xyz = clamp(Upsampledcw.xyz / Upsampledcw.w, rectboxmin - bias, rectboxmax + bias); Upsampledcw.xyz = clamp(Upsampledcw.xyz / Upsampledcw.w, rectboxmin - bias, rectboxmax + bias);
@ -366,7 +370,7 @@ void Update(uint2 DisThreadID)
float basealpha = baseupdate; float basealpha = baseupdate;
float boxscale = max(depthclip, saturate(motion_viewport_len * 0.05f)); float boxscale = max(depthclip, saturate(motion_viewport_len * 0.05f));
float boxsize = lerp(_ScaleRatio.y, 1.0f, boxscale); float boxsize = lerp(Scalefactor, 1.0f, boxscale);
float3 sboxvar = rectboxvar * boxsize; float3 sboxvar = rectboxvar * boxsize;
float3 boxmin = rectboxcenter - sboxvar; float3 boxmin = rectboxcenter - sboxvar;
@ -391,7 +395,7 @@ void Update(uint2 DisThreadID)
Upsampledcw.xyz = lerp(HistoryColor, Upsampledcw.xyz, alpha.xxx); Upsampledcw.xyz = lerp(HistoryColor, Upsampledcw.xyz, alpha.xxx);
Upsampledcw.x = clamp(Upsampledcw.x, rectboxmin.x, rectboxmax.x); //Upsampledcw.x = clamp(Upsampledcw.x, rectboxmin.x, rectboxmax.x);
HistoryOutput[DisThreadID] = float4(Upsampledcw.xyz, 0.0f); HistoryOutput[DisThreadID] = float4(Upsampledcw.xyz, 0.0f);
////ycocg to grb ////ycocg to grb
float x_z = Upsampledcw.x - Upsampledcw.z; float x_z = Upsampledcw.x - Upsampledcw.z;