LuckyWorldV2/Plugins/FSR3-550/FSR3/Shaders/Private/PostProcessFFX_FSR3DeDither.usf

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// This file is part of the FidelityFX Super Resolution 3.1 Unreal Engine Plugin.
//
// Copyright (c) 2023-2025 Advanced Micro Devices, Inc. All rights reserved.
//
// 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.
#include "/Engine/Private/Common.ush"
#include "/Engine/Private/ScreenPass.ush"
#include "/Engine/Private/DeferredShadingCommon.ush"
// =====================================================================================
//
// SHADER RESOURCES
//
// =====================================================================================
Texture2D GBufferB;
Texture2D SceneColor;
RWTexture2D<float4> BlendSceneColor;
uint FullDeDither;
// =====================================================================================
//
// ENTRY POINTS
//
// =====================================================================================
[numthreads(THREADGROUP_SIZEX, THREADGROUP_SIZEY, THREADGROUP_SIZEZ)]
void MainCS(uint3 LocalThreadId : SV_GroupThreadID, uint3 WorkGroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID)
{
uint Width = View.ViewSizeAndInvSize.x;
uint Height = View.ViewSizeAndInvSize.y;
uint2 ThreadId = DispatchThreadId.xy + View.ViewRectMin.xy;
if (Width > DispatchThreadId.x && Height > DispatchThreadId.y)
{
float4 BufferB = GBufferB[ThreadId];
float4 Sample = SceneColor[ThreadId];
FGBufferData GBuffer = DecodeGBufferData(float4(0.f, 0.f, 0.f, 0.f),
BufferB,
float4(0.f, 0.f, 0.f, 0.f),
float4(0.f, 0.f, 0.f, 0.f),
float4(0.f, 0.f, 0.f, 0.f),
float4(0.f, 0.f, 0.f, 0.f),
float4(0.f, 0.f, 0.f, 0.f),
0.f,
0,
0.f,
false,
false);
if (GBuffer.ShadingModelID != SHADINGMODELID_HAIR)
{
uint2 Above = max(ThreadId + uint2(0, -1), View.ViewRectMin.xy);
uint2 Left = max(ThreadId + uint2(-1, 0), View.ViewRectMin.xy);
uint2 Below = min(ThreadId + uint2(0, 1), View.ViewRectMin.xy + View.ViewSizeAndInvSize.xy);
uint2 Right = min(ThreadId + uint2(1, 0), View.ViewRectMin.xy + View.ViewSizeAndInvSize.xy);
float4 Samples[4];
float4 BufferBs[4];
uint ShadingModel[4];
uint2 Locations[4] = { Above, Left, Right, Below };
for (uint i = 0; i < 4; i++)
{
Samples[i] = SceneColor[Locations[i]];
BufferBs[i] = GBufferB[Locations[i]];
FGBufferData GBufferData = DecodeGBufferData(float4(0.f, 0.f, 0.f, 0.f),
BufferBs[i],
float4(0.f, 0.f, 0.f, 0.f),
float4(0.f, 0.f, 0.f, 0.f),
float4(0.f, 0.f, 0.f, 0.f),
float4(0.f, 0.f, 0.f, 0.f),
float4(0.f, 0.f, 0.f, 0.f),
0.f,
0,
0.f,
false,
false);
ShadingModel[i] = GBufferData.ShadingModelID;
}
// Prefer hair-dithering which is intentionally always dithered.
bool ShadingModelAboveBelow = (ShadingModel[0] == SHADINGMODELID_HAIR && ShadingModel[3] == SHADINGMODELID_HAIR);
bool ShadingModelLeftRight = (ShadingModel[1] == SHADINGMODELID_HAIR && ShadingModel[2] == SHADINGMODELID_HAIR);
if (ShadingModelAboveBelow || ShadingModelLeftRight)
{
if (ShadingModelAboveBelow)
{
Sample = (Samples[0] + Samples[3] + Sample) / 3.f;
}
if (ShadingModelLeftRight)
{
Sample = (Samples[1] + Samples[2] + Sample) / 3.f;
}
}
else if (FullDeDither != 0)
{
float4 DiffAboveBelow = abs(Samples[0] - Samples[3]);
float4 DiffLeftRight = abs(Samples[1] - Samples[2]);
bool SameAboveBelow = all(DiffAboveBelow < 0.1f);
bool SameLeftRight = all(DiffLeftRight < 0.1f);
float4 AvgAboveBelow = (Samples[0] + Samples[3]) / 2.0f;
float4 AvgLeftRight = (Samples[1] + Samples[2]) / 2.0f;
float4 Diff = abs(AvgAboveBelow - AvgLeftRight);
bool Same = all(Diff < 0.1f);
if (Same)
{
float4 Avg = (AvgAboveBelow + AvgLeftRight) / 2.0f;
if (any(abs(Sample - Avg) > 0.2f))
{
Sample = lerp(Sample, Avg, 0.75f);
}
}
}
}
BlendSceneColor[DispatchThreadId.xy] = Sample;
}
}