Add CustomUpscale postFx to replace upscaler with a custom script
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@@ -3,10 +3,8 @@
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#include "./Flax/Common.hlsl"
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META_CB_BEGIN(0, Data)
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float2 TexelSize;
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float2 Padding;
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META_CB_END
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// Use linear sampling (less texture fetches required)
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@@ -70,7 +68,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
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float4 PS_Blur9(Quad_VS2PS input) : SV_Target0
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{
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{
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const float offsets[3] = {
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0.00000000,
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1.38461538,
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@@ -106,7 +104,7 @@ META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
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float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
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{
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{
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const float offsets[4] = {
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0.00000000,
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1.41176471,
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@@ -138,3 +136,65 @@ float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
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return color;
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}
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// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
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// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
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// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
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// Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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float4 SampleTextureCatmullRom(Texture2D tex, SamplerState linearSampler, float2 uv, float2 texelSize)
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{
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
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// location [1, 1] in the grid, where [0, 0] is the top left corner.
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float2 samplePos = uv / texelSize;
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float2 texPos1 = floor(samplePos - 0.5f) + 0.5f;
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// Compute the fractional offset from our starting texel to our original sample location, which we'll
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// feed into the Catmull-Rom spline function to get our filter weights.
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float2 f = samplePos - texPos1;
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// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
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// These equations are pre-expanded based on our knowledge of where the texels will be located,
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// which lets us avoid having to evaluate a piece-wise function.
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float2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f));
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float2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f);
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float2 w2 = f * (0.5f + f * (2.0f - 1.5f * f));
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float2 w3 = f * f * (-0.5f + 0.5f * f);
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// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
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// simultaneously evaluate the middle 2 samples from the 4x4 grid.
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float2 w12 = w1 + w2;
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float2 offset12 = w2 / (w1 + w2);
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// Compute the final UV coordinates we'll use for sampling the texture
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float2 texPos0 = texPos1 - 1;
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float2 texPos3 = texPos1 + 2;
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float2 texPos12 = texPos1 + offset12;
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texPos0 *= texelSize;
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texPos3 *= texelSize;
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texPos12 *= texelSize;
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float4 result = 0.0f;
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result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos0.y), 0.0f) * w0.x * w0.y;
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result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos0.y), 0.0f) * w12.x * w0.y;
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result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos0.y), 0.0f) * w3.x * w0.y;
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result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos12.y), 0.0f) * w0.x * w12.y;
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result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos12.y), 0.0f) * w12.x * w12.y;
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result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos12.y), 0.0f) * w3.x * w12.y;
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result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos3.y), 0.0f) * w0.x * w3.y;
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result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos3.y), 0.0f) * w12.x * w3.y;
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result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos3.y), 0.0f) * w3.x * w3.y;
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return result;
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}
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// Pixel Shader for upscaling image
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_Upscale(Quad_VS2PS input) : SV_Target0
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{
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// Catmull-Rom filtering with 9-taps
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return SampleTextureCatmullRom(Input, SamplerLinearClamp, input.TexCoord, TexelSize);
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}
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