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