mirror of
https://github.com/Blinue/Magpie.git
synced 2026-06-24 02:04:10 +00:00
parent
d01956e3a7
commit
61765e4344
3 changed files with 182 additions and 0 deletions
|
|
@ -247,6 +247,12 @@ Magpie ships with a handful of effects that can be used in combinations. Most of
|
|||
* SharpBilinear: Scale with the Sharp-Bilinear algorithm. Suitable for upscaling pixel arts.
|
||||
* Output size: determined by scale configuration
|
||||
|
||||
* SGSR: Port of [Snapdragon Game Super Resolution v1](https://github.com/SnapdragonStudios/snapdragon-gsr/tree/main/sgsr/v1).
|
||||
* Output size: determined by scale configuration
|
||||
* Parameter
|
||||
* Edge Sharpness: Edge sharpening intensity (The larger the value, the sharper the image.)
|
||||
* Edge Threshold: Edge detection threshold
|
||||
|
||||
* SMAA_Low, SMAA_Medium, SMAA_High, and SMAA_Ultra: SMAA anti-aliasing. In increasing order of demand for computing power.
|
||||
* Output size: the same as the input
|
||||
|
||||
|
|
|
|||
|
|
@ -244,6 +244,12 @@ Magpie 内置了大量效果供组合使用,大部分提供了参数选项以
|
|||
* 输出尺寸:取决于缩放选项
|
||||
* 备注:只支持放大
|
||||
|
||||
* SGSR:[Snapdragon Game Super Resolution v1](https://github.com/SnapdragonStudios/snapdragon-gsr/tree/main/sgsr/v1) 的移植
|
||||
* 输出尺寸:取决于缩放选项
|
||||
* 参数
|
||||
* Edge Sharpness:边缘锐化强度(值越大图像越锐利)
|
||||
* Edge Threshold:边缘检测阈值
|
||||
|
||||
* SharpBilinear:使用 Sharp-Bilinear 算法缩放输入。适合放大像素画
|
||||
* 输出尺寸:取决于缩放选项
|
||||
|
||||
|
|
|
|||
170
src/Effects/SGSR.hlsl
Normal file
170
src/Effects/SGSR.hlsl
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
// Snapdragon™ Game Super Resolution
|
||||
// 移植自 https://github.com/SnapdragonStudios/snapdragon-gsr/blob/main/sgsr/v1/include/hlsl/sgsr1_shader_mobile.hlsl
|
||||
|
||||
//!MAGPIE EFFECT
|
||||
//!VERSION 4
|
||||
|
||||
//!PARAMETER
|
||||
//!LABEL Edge Sharpness
|
||||
//!DEFAULT 2.0
|
||||
//!MIN 0.0
|
||||
//!MAX 10.0
|
||||
//!STEP 0.1
|
||||
float EdgeSharpness;
|
||||
|
||||
//!PARAMETER
|
||||
//!LABEL Edge Threshold
|
||||
//!DEFAULT 8.0
|
||||
//!MIN 0.0
|
||||
//!MAX 16.0
|
||||
//!STEP 0.1
|
||||
float EdgeThreshold;
|
||||
|
||||
//!TEXTURE
|
||||
Texture2D INPUT;
|
||||
|
||||
//!TEXTURE
|
||||
Texture2D OUTPUT;
|
||||
|
||||
//!SAMPLER
|
||||
//!FILTER POINT
|
||||
SamplerState sam;
|
||||
|
||||
//!PASS 1
|
||||
//!STYLE PS
|
||||
//!IN INPUT
|
||||
//!OUT OUTPUT
|
||||
|
||||
#define UseEdgeDirection
|
||||
|
||||
float fastLanczos2(float x)
|
||||
{
|
||||
float wA = x- float(4.0);
|
||||
float wB = x*wA-wA;
|
||||
wA *= wA;
|
||||
return wB*wA;
|
||||
}
|
||||
|
||||
#if defined(UseEdgeDirection)
|
||||
float2 weightY(float dx, float dy, float c, float3 data)
|
||||
#else
|
||||
float2 weightY(float dx, float dy, float c, float data)
|
||||
#endif
|
||||
{
|
||||
#if defined(UseEdgeDirection)
|
||||
float std = data.x;
|
||||
float2 dir = data.yz;
|
||||
|
||||
float edgeDis = ((dx*dir.y)+(dy*dir.x));
|
||||
float x = (((dx*dx)+(dy*dy))+((edgeDis*edgeDis)*((clamp(((c*c)*std),0.0,1.0)*0.7)+-1.0)));
|
||||
#else
|
||||
float std = data;
|
||||
float x = ((dx*dx)+(dy* dy))* float(0.5) + clamp(abs(c)*std, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
float w = fastLanczos2(x);
|
||||
return float2(w, w * c);
|
||||
}
|
||||
|
||||
float2 edgeDirection(float4 left, float4 right)
|
||||
{
|
||||
float2 dir;
|
||||
float RxLz = (right.x + (-left.z));
|
||||
float RwLy = (right.w + (-left.y));
|
||||
float2 delta;
|
||||
delta.x = (RxLz + RwLy);
|
||||
delta.y = (RxLz + (-RwLy));
|
||||
float lengthInv = rsqrt((delta.x * delta.x+ 3.075740e-05) + (delta.y * delta.y));
|
||||
dir.x = (delta.x * lengthInv);
|
||||
dir.y = (delta.y * lengthInv);
|
||||
return dir;
|
||||
}
|
||||
|
||||
float4 SGSRH(float2 p)
|
||||
{
|
||||
return INPUT.GatherGreen(sam, p);
|
||||
}
|
||||
|
||||
float4 SGSRRGBH(float2 p)
|
||||
{
|
||||
return INPUT.SampleLevel(sam, p, 0);
|
||||
}
|
||||
|
||||
float3 SgsrYuvH(float2 uv, float4 con1)
|
||||
{
|
||||
float3 pix;
|
||||
float edgeThreshold = EdgeThreshold / 255.0;
|
||||
float edgeSharpness = EdgeSharpness;
|
||||
pix = SGSRRGBH(uv).xyz;
|
||||
float xCenter;
|
||||
xCenter = abs(uv.x+-0.5);
|
||||
float yCenter;
|
||||
yCenter = abs(uv.y+-0.5);
|
||||
|
||||
float2 imgCoord = ((uv.xy*con1.zw)+ float2(-0.5,0.5));
|
||||
float2 imgCoordPixel = floor(imgCoord);
|
||||
float2 coord = (imgCoordPixel*con1.xy);
|
||||
float2 pl = (imgCoord+(-imgCoordPixel));
|
||||
float4 left = SGSRH(coord);
|
||||
|
||||
float edgeVote = abs(left.z - left.y) + abs(pix[1] - left.y) + abs(pix[1] - left.z) ;
|
||||
if (edgeVote > edgeThreshold)
|
||||
{
|
||||
coord.x += con1.x;
|
||||
|
||||
float4 right = SGSRH(coord + float2(con1.x, 0.0));
|
||||
float4 upDown;
|
||||
upDown.xy = SGSRH(coord + float2(0.0, -con1.y)).wz;
|
||||
upDown.zw = SGSRH(coord + float2(0.0, con1.y)).yx;
|
||||
|
||||
float mean = (left.y+left.z+right.x+right.w)* float(0.25);
|
||||
left = left - float4(mean,mean,mean,mean);
|
||||
right = right - float4(mean, mean, mean, mean);
|
||||
upDown = upDown - float4(mean, mean, mean, mean);
|
||||
float pix_G = pix[1] - mean;
|
||||
|
||||
float sum = (((((abs(left.x)+abs(left.y))+abs(left.z))+abs(left.w))+(((abs(right.x)+abs(right.y))+abs(right.z))+abs(right.w)))+(((abs(upDown.x)+abs(upDown.y))+abs(upDown.z))+abs(upDown.w)));
|
||||
float sumMean = 1.014185e+01/sum;
|
||||
float std = (sumMean*sumMean);
|
||||
|
||||
#if defined(UseEdgeDirection)
|
||||
float3 data = float3(std, edgeDirection(left, right));
|
||||
#else
|
||||
float data = std;
|
||||
#endif
|
||||
|
||||
float2 aWY = weightY(pl.x, pl.y+1.0, upDown.x,data);
|
||||
aWY += weightY(pl.x-1.0, pl.y+1.0, upDown.y,data);
|
||||
aWY += weightY(pl.x-1.0, pl.y-2.0, upDown.z,data);
|
||||
aWY += weightY(pl.x, pl.y-2.0, upDown.w,data);
|
||||
aWY += weightY(pl.x+1.0, pl.y-1.0, left.x,data);
|
||||
aWY += weightY(pl.x, pl.y-1.0, left.y,data);
|
||||
aWY += weightY(pl.x, pl.y, left.z,data);
|
||||
aWY += weightY(pl.x+1.0, pl.y, left.w,data);
|
||||
aWY += weightY(pl.x-1.0, pl.y-1.0, right.x,data);
|
||||
aWY += weightY(pl.x-2.0, pl.y-1.0, right.y,data);
|
||||
aWY += weightY(pl.x-2.0, pl.y, right.z,data);
|
||||
aWY += weightY(pl.x-1.0, pl.y, right.w,data);
|
||||
|
||||
float finalY = aWY.y/aWY.x;
|
||||
|
||||
float max4 = max(max(left.y,left.z),max(right.x,right.w));
|
||||
float min4 = min(min(left.y,left.z),min(right.x,right.w));
|
||||
finalY = clamp(edgeSharpness*finalY, min4, max4);
|
||||
|
||||
float deltaY = finalY - pix_G;
|
||||
|
||||
pix = saturate(pix+deltaY);
|
||||
}
|
||||
return pix;
|
||||
}
|
||||
|
||||
MF4 Pass1(float2 texCoord)
|
||||
{
|
||||
float2 inputSize = GetInputSize();
|
||||
float2 inputPt = GetInputPt();
|
||||
float4 viewportInfo = float4(inputPt.x, inputPt.y, inputSize.x, inputSize.y);
|
||||
|
||||
return float4(SgsrYuvH(texCoord, viewportInfo), 1);
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue