LuckyWorldV2/Plugins/FSR3-550/FSR3/Shaders/Private/PostProcessFFX_FSR3ConvertVelocity.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"
#if UNREAL_ENGINE_MAJOR_VERSION >= 5
#include "/Engine/Private/TemporalSuperResolution/TSRCommon.ush"
#else
#include "/Engine/Private/TemporalAA/TAACommon.ush"
#endif
// =====================================================================================
//
// SHADER RESOURCES
//
// =====================================================================================
Texture2D InputDepth;
Texture2D InputVelocity;
RWTexture2D<float2> OutputTexture;
#if UNREAL_ENGINE_MAJOR_VERSION == 5 && UNREAL_ENGINE_MINOR_VERSION >= 5
float2 ComputeStaticVelocity(float2 ScreenPos, float DeviceZ)
{
float3 PosN = float3(ScreenPos, DeviceZ);
float4 ThisClip = float4(ScreenPos, DeviceZ, 1);
float4 PrevClip = mul(ThisClip, View.ClipToPrevClip);
float2 PrevScreen = PrevClip.xy / PrevClip.w;
return PosN.xy - PrevScreen;
}
#endif
// =====================================================================================
//
// 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;
if (Width > DispatchThreadId.x && Height > DispatchThreadId.y)
{
float2 Velocity = 0;
float4 EncodedVelocity = InputVelocity[DispatchThreadId.xy + View.ViewRectMin.xy];
if ( EncodedVelocity.x > 0.0 )
{
Velocity = DecodeVelocityFromTexture(EncodedVelocity).xy;
}
else
{
float Depth = InputDepth[DispatchThreadId.xy + View.ViewRectMin.xy].x;
// 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))
float2 ViewportUV = (DispatchThreadId.xy + 0.5) * View.ViewSizeAndInvSize.zw;
float2 ScreenPos = ViewportUVToScreenPos(ViewportUV);
Velocity = ComputeStaticVelocity(ScreenPos, Depth).xy;
}
// 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).
OutputTexture[DispatchThreadId.xy] = Velocity * float2(-0.5, 0.5);
}
}