84 lines
3.5 KiB
Plaintext
84 lines
3.5 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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#if UNREAL_ENGINE_MAJOR_VERSION >= 5
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#include "/Engine/Private/TemporalSuperResolution/TSRCommon.ush"
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#else
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#include "/Engine/Private/TemporalAA/TAACommon.ush"
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#endif
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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 InputDepth;
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Texture2D InputVelocity;
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RWTexture2D<float2> OutputTexture;
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#if UNREAL_ENGINE_MAJOR_VERSION == 5 && UNREAL_ENGINE_MINOR_VERSION >= 5
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float2 ComputeStaticVelocity(float2 ScreenPos, float DeviceZ)
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{
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float3 PosN = float3(ScreenPos, DeviceZ);
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float4 ThisClip = float4(ScreenPos, DeviceZ, 1);
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float4 PrevClip = mul(ThisClip, View.ClipToPrevClip);
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float2 PrevScreen = PrevClip.xy / PrevClip.w;
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return PosN.xy - PrevScreen;
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}
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#endif
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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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if (Width > DispatchThreadId.x && Height > DispatchThreadId.y)
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{
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float2 Velocity = 0;
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float4 EncodedVelocity = InputVelocity[DispatchThreadId.xy + View.ViewRectMin.xy];
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if ( EncodedVelocity.x > 0.0 )
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{
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Velocity = DecodeVelocityFromTexture(EncodedVelocity).xy;
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}
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else
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{
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float Depth = InputDepth[DispatchThreadId.xy + View.ViewRectMin.xy].x;
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// This doesn't need the viewport origin as it is a UV, not a pixel coordinate (i.e. it is relative to the origin not (0,0))
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float2 ViewportUV = (DispatchThreadId.xy + 0.5) * View.ViewSizeAndInvSize.zw;
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float2 ScreenPos = ViewportUVToScreenPos(ViewportUV);
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Velocity = ComputeStaticVelocity(ScreenPos, Depth).xy;
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}
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// FSR3 expects negative velocity from what UE produces. FSR3 also wants the absolute result multiplied by (0.5, -0.5). Combine these steps by multiplying by (-0.5, 0.5).
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OutputTexture[DispatchThreadId.xy] = Velocity * float2(-0.5, 0.5);
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}
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}
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