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FSR1Node: Add FSR 1 port for `WebGPURenderer`. (#33339)

Michael Herzog 1 неделя назад
Родитель
Сommit
b75d0c368f

+ 1 - 0
examples/files.json

@@ -490,6 +490,7 @@
 		"webgpu_tsl_vfx_linkedparticles",
 		"webgpu_tsl_vfx_tornado",
 		"webgpu_tsl_wood",
+		"webgpu_upscaling_fsr1",
 		"webgpu_video_frame",
 		"webgpu_video_panorama",
 		"webgpu_volume_caustics",

+ 476 - 0
examples/jsm/tsl/display/FSR1Node.js

@@ -0,0 +1,476 @@
+import { HalfFloatType, RenderTarget, Vector2, NodeMaterial, RendererUtils, QuadMesh, TempNode, NodeUpdateType } from 'three/webgpu';
+import { Fn, float, vec2, vec3, vec4, ivec2, int, uv, floor, fract, abs, max, min, clamp, saturate, sqrt, select, exp2, nodeObject, passTexture, textureSize, textureLoad, convertToTexture } from 'three/tsl';
+
+const _quadMesh = /*@__PURE__*/ new QuadMesh();
+const _size = /*@__PURE__*/ new Vector2();
+
+let _rendererState;
+
+/**
+ * Post processing node for applying AMD FidelityFX Super Resolution 1 (FSR 1).
+ *
+ * Combines two passes:
+ * - **EASU** (Edge-Adaptive Spatial Upsampling): Uses 12 texture samples in a cross pattern
+ *   to detect local edge direction, then shapes an approximate Lanczos2 kernel into an
+ *   ellipse aligned with the detected edge.
+ * - **RCAS** (Robust Contrast-Adaptive Sharpening): Uses a 5-tap cross pattern to apply
+ *   contrast-aware sharpening that is automatically limited per-pixel to avoid artifacts.
+ *
+ * Note: Only use FSR 1 if your application is fragment-shader bound and cannot afford to render
+ * at full resolution. FSR 1 adds its own overhead, so simply shaded scenes will render faster
+ * at native resolution without it.
+ *
+ * Reference: {@link https://gpuopen.com/fidelityfx-superresolution/}.
+ *
+ * @augments TempNode
+ * @three_import import { fsr1 } from 'three/addons/tsl/display/fsr1/FSR1Node.js';
+ */
+class FSR1Node extends TempNode {
+
+	static get type() {
+
+		return 'FSR1Node';
+
+	}
+
+	/**
+	 * Constructs a new FSR 1 node.
+	 *
+	 * @param {TextureNode} textureNode - The texture node that represents the input of the effect.
+	 * @param {Node<float>} [sharpness=0.2] - RCAS sharpening strength. 0 = maximum sharpening, 2 = no sharpening.
+	 * @param {Node<bool>} [denoise=false] - Whether to attenuate RCAS sharpening in noisy areas.
+	 */
+	constructor( textureNode, sharpness = 0.2, denoise = false ) {
+
+		super( 'vec4' );
+
+		/**
+		 * The texture node that represents the input of the effect.
+		 *
+		 * @type {TextureNode}
+		 */
+		this.textureNode = textureNode;
+
+		/**
+		 * RCAS sharpening strength. 0 = maximum, 2 = none.
+		 *
+		 * @type {Node<float>}
+		 */
+		this.sharpness = nodeObject( sharpness );
+
+		/**
+		 * Whether to attenuate RCAS sharpening in noisy areas.
+		 *
+		 * @type {Node<bool>}
+		 */
+		this.denoise = nodeObject( denoise );
+
+		/**
+		 * The render target for the EASU upscale pass.
+		 *
+		 * @private
+		 * @type {RenderTarget}
+		 */
+		this._easuRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
+		this._easuRT.texture.name = 'FSR1Node.easu';
+
+		/**
+		 * The render target for the RCAS sharpen pass.
+		 *
+		 * @private
+		 * @type {RenderTarget}
+		 */
+		this._rcasRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
+		this._rcasRT.texture.name = 'FSR1Node.rcas';
+
+		/**
+		 * The result of the effect as a texture node.
+		 *
+		 * @private
+		 * @type {PassTextureNode}
+		 */
+		this._textureNode = passTexture( this, this._rcasRT.texture );
+
+		/**
+		 * The material for the EASU pass.
+		 *
+		 * @private
+		 * @type {?NodeMaterial}
+		 */
+		this._easuMaterial = null;
+
+		/**
+		 * The material for the RCAS pass.
+		 *
+		 * @private
+		 * @type {?NodeMaterial}
+		 */
+		this._rcasMaterial = null;
+
+		/**
+		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
+		 * its effect once per frame in `updateBefore()`.
+		 *
+		 * @type {string}
+		 * @default 'frame'
+		 */
+		this.updateBeforeType = NodeUpdateType.FRAME;
+
+	}
+
+	/**
+	 * Sets the output size of the effect.
+	 *
+	 * @param {number} width - The width in pixels.
+	 * @param {number} height - The height in pixels.
+	 */
+	setSize( width, height ) {
+
+		this._easuRT.setSize( width, height );
+		this._rcasRT.setSize( width, height );
+
+	}
+
+	/**
+	 * This method is used to render the effect once per frame.
+	 *
+	 * @param {NodeFrame} frame - The current node frame.
+	 */
+	updateBefore( frame ) {
+
+		const { renderer } = frame;
+
+		_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
+
+		//
+
+		renderer.getDrawingBufferSize( _size );
+		this.setSize( _size.x, _size.y );
+
+		// EASU pass
+
+		renderer.setRenderTarget( this._easuRT );
+
+		_quadMesh.material = this._easuMaterial;
+		_quadMesh.name = 'FSR1 [ EASU Pass ]';
+		_quadMesh.render( renderer );
+
+		// RCAS pass
+
+		renderer.setRenderTarget( this._rcasRT );
+
+		_quadMesh.material = this._rcasMaterial;
+		_quadMesh.name = 'FSR1 [ RCAS Pass ]';
+		_quadMesh.render( renderer );
+
+		//
+
+		RendererUtils.restoreRendererState( renderer, _rendererState );
+
+	}
+
+	/**
+	 * Returns the result of the effect as a texture node.
+	 *
+	 * @return {PassTextureNode} A texture node that represents the result of the effect.
+	 */
+	getTextureNode() {
+
+		return this._textureNode;
+
+	}
+
+	/**
+	 * This method is used to setup the effect's TSL code.
+	 *
+	 * @param {NodeBuilder} builder - The current node builder.
+	 * @return {PassTextureNode}
+	 */
+	setup( builder ) {
+
+		const textureNode = this.textureNode;
+		const inputTex = textureNode.value;
+
+		// Note on performance: Compared to the orginal FSR1 code, texture sampling does
+		// not make use of textureGather() yet. This is only available with WebGPU so the
+		// WebGL 2 backend needs a fallback. Besides, in WebGPU and WebGL 2 we also
+		// can't make use of packed math (e.g. FP16) which would considerably lower
+		// the arithmetic costs (e.g. two 16-bit ops in parallel).
+
+		// Accumulate edge direction and length for one bilinear quadrant.
+
+		const _accumulateEdge = ( dir, len, w, aL, bL, cL, dL, eL ) => {
+
+			const dc = dL.sub( cL ).toConst();
+			const cb = cL.sub( bL ).toConst();
+			const dirX = dL.sub( bL ).toConst();
+			const lenX = max( abs( dc ), abs( cb ) ).toConst();
+			const sLenX = saturate( abs( dirX ).div( max( lenX, float( 1.0 / 65536.0 ) ) ) ).toConst();
+
+			dir.x.addAssign( dirX.mul( w ) );
+			len.addAssign( sLenX.mul( sLenX ).mul( w ) );
+
+			const ec = eL.sub( cL ).toConst();
+			const ca = cL.sub( aL ).toConst();
+			const dirY = eL.sub( aL ).toConst();
+			const lenY = max( abs( ec ), abs( ca ) ).toConst();
+			const sLenY = saturate( abs( dirY ).div( max( lenY, float( 1.0 / 65536.0 ) ) ) ).toConst();
+
+			dir.y.addAssign( dirY.mul( w ) );
+			len.addAssign( sLenY.mul( sLenY ).mul( w ) );
+
+		};
+
+		// Compute an approximate Lanczos2 tap weight and accumulate.
+
+		const _accumulateTap = ( aC, aW, offset, dir, len2, lob, clp, color ) => {
+
+			const vx = offset.x.mul( dir.x ).add( offset.y.mul( dir.y ) ).toConst();
+			const vy = offset.x.mul( dir.y ).negate().add( offset.y.mul( dir.x ) ).toConst();
+
+			const sx = vx.mul( len2.x ).toConst();
+			const sy = vy.mul( len2.y ).toConst();
+			const d2 = min( sx.mul( sx ).add( sy.mul( sy ) ), clp ).toConst();
+
+			const wB = d2.mul( 2.0 / 5.0 ).sub( 1.0 ).toConst();
+			const wA = d2.mul( lob ).sub( 1.0 ).toConst();
+			const w = wB.mul( wB ).mul( 25.0 / 16.0 ).sub( 25.0 / 16.0 - 1.0 ).mul( wA.mul( wA ) ).toConst();
+
+			aC.addAssign( color.mul( w ) );
+			aW.addAssign( w );
+
+		};
+
+		// EASU pass: edge-adaptive spatial upsampling.
+
+		const easu = Fn( () => {
+
+			const targetUV = uv();
+			const texSize = vec2( textureSize( textureNode ) );
+
+			const pp = targetUV.mul( texSize ).sub( 0.5 ).toConst();
+			const fp = floor( pp ).toConst();
+			const f = fract( pp ).toConst();
+
+			// Fetch exact texel values at integer coordinates (no filtering).
+
+			const ifp = ivec2( int( fp.x ), int( fp.y ) ).toConst();
+			const tap = ( dx, dy ) => textureLoad( inputTex, ifp.add( ivec2( dx, dy ) ) );
+
+			// 12-tap cross pattern:
+			//       b c
+			//     e f g h
+			//     i j k l
+			//       n o
+
+			const sB = tap( 0, - 1 ), sC = tap( 1, - 1 );
+			const sE = tap( - 1, 0 ), sF = tap( 0, 0 ), sG = tap( 1, 0 ), sH = tap( 2, 0 );
+			const sI = tap( - 1, 1 ), sJ = tap( 0, 1 ), sK = tap( 1, 1 ), sL = tap( 2, 1 );
+			const sN = tap( 0, 2 ), sO = tap( 1, 2 );
+
+			// Approximate luminance for edge detection.
+
+			const luma = ( s ) => s.r.mul( 0.5 ).add( s.g ).add( s.b.mul( 0.5 ) );
+
+			const bL = luma( sB ), cL = luma( sC );
+			const eL = luma( sE ), fL = luma( sF ), gL = luma( sG ), hL = luma( sH );
+			const iL = luma( sI ), jL = luma( sJ ), kL = luma( sK ), lL = luma( sL );
+			const nL = luma( sN ), oL = luma( sO );
+
+			// Accumulate edge direction and length from 4 bilinear quadrants.
+
+			const dir = vec2( 0 ).toVar();
+			const len = float( 0 ).toVar();
+
+			const w0 = float( 1 ).sub( f.x ).mul( float( 1 ).sub( f.y ) ).toConst();
+			const w1 = f.x.mul( float( 1 ).sub( f.y ) ).toConst();
+			const w2 = float( 1 ).sub( f.x ).mul( f.y ).toConst();
+			const w3 = f.x.mul( f.y ).toConst();
+
+			_accumulateEdge( dir, len, w0, bL, eL, fL, gL, jL );
+			_accumulateEdge( dir, len, w1, cL, fL, gL, hL, kL );
+			_accumulateEdge( dir, len, w2, fL, iL, jL, kL, nL );
+			_accumulateEdge( dir, len, w3, gL, jL, kL, lL, oL );
+
+			// Normalize direction, defaulting to (1, 0) when gradient is negligible.
+
+			const dirSq = dir.x.mul( dir.x ).add( dir.y.mul( dir.y ) ).toConst();
+			const zro = dirSq.lessThan( 1.0 / 32768.0 ).toConst();
+			const rDirLen = float( 1.0 ).div( sqrt( max( dirSq, float( 1.0 / 32768.0 ) ) ) ).toConst();
+
+			dir.x.assign( select( zro, float( 1.0 ), dir.x ) );
+			dir.mulAssign( select( zro, float( 1.0 ), rDirLen ) );
+
+			// Shape the kernel based on edge strength.
+
+			len.assign( len.mul( 0.5 ) );
+			len.mulAssign( len );
+
+			// Stretch factor: 1.0 for axis-aligned edges, sqrt(2) on diagonals.
+
+			const stretch = dir.x.mul( dir.x ).add( dir.y.mul( dir.y ) ).div( max( abs( dir.x ), abs( dir.y ) ) ).toConst();
+
+			// Anisotropic lengths: x stretches along edge, y shrinks perpendicular.
+
+			const len2 = vec2(
+				float( 1.0 ).add( stretch.sub( 1.0 ).mul( len ) ),
+				float( 1.0 ).sub( len.mul( 0.5 ) )
+			).toConst();
+
+			// Negative lobe: strong on flat areas (0.5), reduced on edges (0.21).
+
+			const lob = float( 0.5 ).add( float( 1.0 / 4.0 - 0.04 - 0.5 ).mul( len ) ).toConst();
+			const clp = float( 1.0 ).div( lob ).toConst();
+
+			// Accumulate weighted taps.
+
+			const aC = vec4( 0 ).toVar();
+			const aW = float( 0 ).toVar();
+
+			_accumulateTap( aC, aW, vec2( 0, - 1 ).sub( f ), dir, len2, lob, clp, sB );
+			_accumulateTap( aC, aW, vec2( 1, - 1 ).sub( f ), dir, len2, lob, clp, sC );
+			_accumulateTap( aC, aW, vec2( - 1, 0 ).sub( f ), dir, len2, lob, clp, sE );
+			_accumulateTap( aC, aW, vec2( 0, 0 ).sub( f ), dir, len2, lob, clp, sF );
+			_accumulateTap( aC, aW, vec2( 1, 0 ).sub( f ), dir, len2, lob, clp, sG );
+			_accumulateTap( aC, aW, vec2( 2, 0 ).sub( f ), dir, len2, lob, clp, sH );
+			_accumulateTap( aC, aW, vec2( - 1, 1 ).sub( f ), dir, len2, lob, clp, sI );
+			_accumulateTap( aC, aW, vec2( 0, 1 ).sub( f ), dir, len2, lob, clp, sJ );
+			_accumulateTap( aC, aW, vec2( 1, 1 ).sub( f ), dir, len2, lob, clp, sK );
+			_accumulateTap( aC, aW, vec2( 2, 1 ).sub( f ), dir, len2, lob, clp, sL );
+			_accumulateTap( aC, aW, vec2( 0, 2 ).sub( f ), dir, len2, lob, clp, sN );
+			_accumulateTap( aC, aW, vec2( 1, 2 ).sub( f ), dir, len2, lob, clp, sO );
+
+			// Normalize.
+
+			aC.divAssign( aW );
+
+			// Anti-ringing: clamp to min/max of the 4 nearest samples (f, g, j, k).
+
+			const min4 = min( min( sF, sG ), min( sJ, sK ) ).toConst();
+			const max4 = max( max( sF, sG ), max( sJ, sK ) ).toConst();
+
+			return clamp( aC, min4, max4 );
+
+		} );
+
+		// RCAS pass: robust contrast-adaptive sharpening.
+
+		const easuTex = this._easuRT.texture;
+
+		const rcas = Fn( () => {
+
+			const targetUV = uv();
+			const texSize = vec2( textureSize( textureLoad( easuTex ) ) );
+
+			const p = ivec2( int( floor( targetUV.x.mul( texSize.x ) ) ), int( floor( targetUV.y.mul( texSize.y ) ) ) ).toConst();
+
+			const e = textureLoad( easuTex, p );
+			const b = textureLoad( easuTex, p.add( ivec2( 0, - 1 ) ) );
+			const d = textureLoad( easuTex, p.add( ivec2( - 1, 0 ) ) );
+			const f = textureLoad( easuTex, p.add( ivec2( 1, 0 ) ) );
+			const h = textureLoad( easuTex, p.add( ivec2( 0, 1 ) ) );
+
+			// Approximate luminance (luma times 2).
+
+			const luma = ( s ) => s.g.add( s.b.add( s.r ).mul( 0.5 ) );
+
+			const bL = luma( b );
+			const dL = luma( d );
+			const eL = luma( e );
+			const fL = luma( f );
+			const hL = luma( h );
+
+			// Sharpening amount from user parameter.
+
+			const con = exp2( this.sharpness.negate() ).toConst();
+
+			// Min and max of ring.
+
+			const mn4 = min( min( b.rgb, d.rgb ), min( f.rgb, h.rgb ) ).toConst();
+			const mx4 = max( max( b.rgb, d.rgb ), max( f.rgb, h.rgb ) ).toConst();
+
+			// Compute adaptive lobe weight.
+			// Limiters based on how much sharpening the local contrast can tolerate.
+
+			const RCAS_LIMIT = float( 0.25 - 1.0 / 16.0 ).toConst();
+
+			const hitMin = min( mn4, e.rgb ).div( mx4.mul( 4.0 ) ).toConst();
+			const hitMax = vec3( 1.0 ).sub( max( mx4, e.rgb ) ).div( mn4.mul( 4.0 ).sub( 4.0 ) ).toConst();
+			const lobeRGB = max( hitMin.negate(), hitMax ).toConst();
+
+			const lobe = max(
+				RCAS_LIMIT.negate(),
+				min( max( lobeRGB.r, max( lobeRGB.g, lobeRGB.b ) ), float( 0.0 ) )
+			).mul( con ).toConst();
+
+			// Noise attenuation.
+
+			const nz = bL.add( dL ).add( fL ).add( hL ).mul( 0.25 ).sub( eL ).toConst();
+			const nzRange = max( max( bL, dL ), max( eL, max( fL, hL ) ) ).sub( min( min( bL, dL ), min( eL, min( fL, hL ) ) ) ).toConst();
+			const nzFactor = float( 1.0 ).sub( abs( nz ).div( max( nzRange, float( 1.0 / 65536.0 ) ) ).saturate().mul( 0.5 ) ).toConst();
+
+			const effectiveLobe = this.denoise.equal( true ).select( lobe.mul( nzFactor ), lobe ).toConst();
+
+			// Resolve: weighted blend of cross neighbors and center.
+
+			const result = b.rgb.add( d.rgb ).add( f.rgb ).add( h.rgb ).mul( effectiveLobe ).add( e.rgb )
+				.div( effectiveLobe.mul( 4.0 ).add( 1.0 ) ).toConst();
+
+			return vec4( result, e.a );
+
+		} );
+
+		//
+
+		const context = builder.getSharedContext();
+
+		const easuMaterial = this._easuMaterial || ( this._easuMaterial = new NodeMaterial() );
+		easuMaterial.fragmentNode = easu().context( context );
+		easuMaterial.name = 'FSR1_EASU';
+		easuMaterial.needsUpdate = true;
+
+		const rcasMaterial = this._rcasMaterial || ( this._rcasMaterial = new NodeMaterial() );
+		rcasMaterial.fragmentNode = rcas().context( context );
+		rcasMaterial.name = 'FSR1_RCAS';
+		rcasMaterial.needsUpdate = true;
+
+		//
+
+		const properties = builder.getNodeProperties( this );
+		properties.textureNode = textureNode;
+
+		//
+
+		return this._textureNode;
+
+	}
+
+	/**
+	 * Frees internal resources. This method should be called
+	 * when the effect is no longer required.
+	 */
+	dispose() {
+
+		this._easuRT.dispose();
+		this._rcasRT.dispose();
+
+		if ( this._easuMaterial !== null ) this._easuMaterial.dispose();
+		if ( this._rcasMaterial !== null ) this._rcasMaterial.dispose();
+
+	}
+
+}
+
+export default FSR1Node;
+
+/**
+ * TSL function for creating an FSR 1 node for post processing.
+ *
+ * @tsl
+ * @function
+ * @param {Node<vec4>} node - The node that represents the input of the effect.
+ * @param {(number|Node<float>)} [sharpness=0.2] - RCAS sharpening strength. 0 = maximum, 2 = none.
+ * @param {(boolean|Node<bool>)} [denoise=false] - Whether to attenuate RCAS sharpening in noisy areas.
+ * @returns {FSR1Node}
+ */
+export const fsr1 = ( node, sharpness, denoise ) => new FSR1Node( convertToTexture( node ), sharpness, denoise );

BIN
examples/screenshots/webgpu_upscaling_fsr1.jpg


+ 184 - 0
examples/webgpu_upscaling_fsr1.html

@@ -0,0 +1,184 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - fsr1</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<link type="text/css" rel="stylesheet" href="example.css">
+	</head>
+	<body>
+
+		<div id="info" class="invert">
+			<a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
+
+			<div class="title-wrapper">
+				<a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>FSR 1</span>
+			</div>
+
+			<small>
+				Web Port of <a href="https://gpuopen.com/fidelityfx-superresolution/" target="_blank" rel="noopener">AMD FidelityFX Super Resolution 1</a>.<br />
+				Model: <a href="https://artstation.com/artwork/1AGwX" target="_blank" rel="noopener">Littlest Tokyo</a> by <a href="https://artstation.com/glenatron" target="_blank" rel="noopener">Glen Fox</a>, CC Attribution.
+			</small>
+		</div>
+
+		<script type="importmap">
+			{
+				"imports": {
+					"three": "../build/three.webgpu.js",
+					"three/webgpu": "../build/three.webgpu.js",
+					"three/tsl": "../build/three.tsl.js",
+					"three/addons/": "./jsm/"
+				}
+			}
+		</script>
+
+		<script type="module">
+
+			import * as THREE from 'three/webgpu';
+			import { pass } from 'three/tsl';
+			import { fsr1 } from 'three/addons/tsl/display/FSR1Node.js';
+
+			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
+			import { Inspector } from 'three/addons/inspector/Inspector.js';
+			import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
+			import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
+
+			const params = {
+				upscaleMethod: 'FSR1',
+				resolutionScale: 0.5,
+			};
+
+			let camera, scene, renderer, renderPipeline, controls, mixer, timer;
+
+			init();
+
+			async function init() {
+
+				camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.1, 100 );
+				camera.position.set( - 0.5, 0, 12 );
+
+				scene = new THREE.Scene();
+
+				timer = new THREE.Timer();
+				timer.connect( document );
+			
+				// model
+
+				const dracoLoader = new DRACOLoader();
+				dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
+				dracoLoader.setDecoderConfig( { type: 'js' } );
+				const loader = new GLTFLoader();
+				loader.setDRACOLoader( dracoLoader );
+
+				loader.load( 'models/gltf/LittlestTokyo.glb', function ( gltf ) {
+
+					const model = gltf.scene;
+					model.scale.set( 0.01, 0.01, 0.01 );
+					scene.add( model );
+
+					mixer = new THREE.AnimationMixer( model );
+					mixer.clipAction( gltf.animations[ 0 ] ).play();
+
+					renderer.setAnimationLoop( animate );
+
+				} );
+
+				// renderer
+
+				renderer = new THREE.WebGPURenderer( { antialias: true } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setAnimationLoop( animate );
+				renderer.inspector = new Inspector();
+				document.body.appendChild( renderer.domElement );
+
+				await renderer.init();
+
+				const pmremGenerator = new THREE.PMREMGenerator( renderer );
+
+				scene = new THREE.Scene();
+				scene.background = new THREE.Color( 0xbfe3dd );
+				scene.environment = pmremGenerator.fromScene( new RoomEnvironment(), 0.04 ).texture;
+
+				// controls
+
+				controls = new OrbitControls( camera, renderer.domElement );
+				controls.enableDamping = true;
+				controls.target.set( - 0.5, 0, 0 );
+
+				// render pipeline
+
+				renderPipeline = new THREE.RenderPipeline( renderer );
+
+				const scenePass = pass( scene, camera ).toInspector( 'Color' );
+				scenePass.setResolutionScale( params.resolutionScale );
+
+				// FSR 1
+
+				const fsr1Node = fsr1( scenePass ).toInspector( 'FSR1' );
+
+				//
+
+				function updatePipeline() {
+
+					if ( params.upscaleMethod === 'FSR1' ) {
+
+						renderPipeline.outputNode = fsr1Node;
+
+					} else {
+
+						renderPipeline.outputNode = scenePass;
+
+					}
+
+					renderPipeline.needsUpdate = true;
+
+				}
+
+				// gui
+
+				const gui = renderer.inspector.createParameters( 'Settings' );
+				gui.add( params, 'upscaleMethod', [ 'Bilinear', 'FSR1' ] ).onChange( updatePipeline );
+				gui.add( params, 'resolutionScale', 0.25, 1.0, 0.25 ).onChange( ( value ) => {
+
+					scenePass.setResolutionScale( value );
+
+				} );
+
+				updatePipeline();
+
+				window.addEventListener( 'resize', onWindowResize );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function animate() {
+
+				controls.update();
+
+				timer.update();
+
+				const delta = timer.getDelta();
+
+				if ( mixer ) {
+			
+					mixer.update( delta );
+			
+				}
+
+				renderPipeline.render();
+
+			}
+
+		</script>
+	</body>
+</html>

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