Fork of BlueAmulet's fork of ESRGAN by Xinntao
NOTE: This repo is no longer being actively maintained. I highly recommend using chaiNNer instead, as it is still actively maintained and supports a lot more than this repo does.
This fork ports features over from my ESRGAN-Bot repository and adds a few more. It natively allows:
- In-memory splitting/merging functionality (fully seamless, recently revamped for the third time and no longer requires tile size)
- Seamless texture preservation (both tiled and mirrored)
- Model chaining
- Transparency preservation (3 different modes)
- 1-bit transparency support (with half transparency as well)
- Variations of the ESRGAN (RRDB) architecture, including normal ESRGAN, ESRGAN+, BSRGAN, RealSR, SPSR, Real-ESRGAN, as well as Real-ESRGANv2 (SRVGG) architecture
- Any scale and most other internal model parameter settings
- On-the-fly interpolation
Tile size was recently removed! It is no longer needed for split/merge functionality!
To set your textures to seamless, use the --seamless
flag. For regular tiled seamless mode, use --seamless tile
. For mirrored seamless mode, use --seamless mirror
. You can also add pixel-replication padding using --seamless replicate
and alpha padding using --seamless alpha_pad
.
To chain models, simply put one model name after another with a >
in between (you can also use +
if using bash to avoid issues), such as 1xDeJpeg.pth>4xESRGAN.pth
note: To use model chaining, model names must be the complete full name without the path included, and the models must be present in your /models
folder. You can still use full model paths to upscale with a single model.
For on-the-fly interpolation, you use this syntax: <model1_name>:<##>&<model2_name>:<##>
, where the model name is the path to the model and ## is the numerical percentage to interpolate by. For example, model1:50&model2:50
would interpolate model1 and model2 by 50 each. The numbers should add up to 100. If you have trouble using :
or &
, either try putting the interpolation string in quotes or use @
or |
respectively ("model1@50|model2@50"
).
To use 1 bit binary alpha transparency, set the --binary-alpha
flag to True. When using --binary-alpha
transparency, provide the optional --alpha-threshold
to specify the alpha transparency threshold. 1 bit binary transparency is useful when upscaling images that require that the end result has 1 bit transparency, e.g. PSX games. If you want to include half transparency, use --ternary-alpha
instead, which allows you to set the --alpha-boundary-offset
threshold.
The default alpha mode is now none
. There are also now 3 other modes to choose from:
--alpha-mode bg_difference
: Fills the alpha channel with both white and black and extracts the difference from each result.--alpha-mode separate
: Upscales the alpha channel by itself, as a fake 3 channel image (The IEU way) then combines with result.--alpha-mode swapping
: Shifts the channels so that it upscales the alpha channel along with other regular channels then combines with result.
To process images in reverse order, use --reverse
. If needed, you can also skip existing files by using --skip-existing
.
If you're upscaling images of the same size, you can do --cache-max-split-depth
to only calculate the automatic tile size once to improve performance.
Examples:
python upscale.py 4xBox.pth --seamless tile
python upscale.py 1xSSAntiAlias9x.pth>4xBox.pth
python upscale.py 4xBox.pth --binary-alpha --alpha-threshold .2
python upscale.py /models/4xBox.pth
python upscale.py "1x_model1.pth@50|1x_model2.pth@50>2x_model3.pth"
Via pip:
pip install --user -r requirements.txt