@ -22,6 +22,7 @@ using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using FidelityFX.FSR3;
namespace FidelityFX
{
@ -20,6 +20,7 @@
using System.Collections;
@ -23,7 +23,7 @@ using System.Runtime.InteropServices;
namespace FidelityFX.FSR2
/// <summary>
/// A collection of helper functions and data structures required by the FSR2 process.
@ -20,7 +20,7 @@
/// Scriptable object containing all shader resources required by FidelityFX Super Resolution 2 (FSR2).
/// A collection of callbacks required by the FSR2 process.
/// This class loosely matches the FfxFsr2Context struct from the original FSR2 codebase.
@ -24,7 +24,7 @@ using UnityEngine;
using UnityEngine.Profiling;
/// Base class for all of the compute passes that make up the FSR2 process.
@ -23,7 +23,7 @@ using UnityEngine;
/// Helper class for bundling and managing persistent resources required by the FSR2 process.
public static class Fsr2ShaderIDs
namespace FidelityFX.FSR3
public static class Fsr3ShaderIDs
/// A collection of helper functions and data structures required by the FSR3 Upscaler process.
@ -21,7 +21,7 @@
using UnityEngine.Serialization;
/// Scriptable object containing all shader resources required by FidelityFX Super Resolution 3 (FSR3) Upscaler.
/// A collection of callbacks required by the FSR3 Upscaler process.
/// This class loosely matches the FfxFsr3UpscalerContext struct from the original FSR3 codebase.
/// Base class for all of the compute passes that make up the FSR3 Upscaler process.
/// Helper class for bundling and managing persistent resources required by the FSR3 Upscaler process.
@ -1,4 +1,4 @@
// Copyright (c) 2023 Nico de Poel
// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
@ -24,6 +24,7 @@ using System.Collections.Generic;
using FidelityFX;
namespace UnityEngine.Rendering.PostProcessing
@ -1,5 +1,5 @@
using System;
@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
// We use an old C# trick here to override the UnityEngine.AMD namespace and force FSR2Pass to use code from this namespace instead.
// By exactly mimicking the interface of the AMDUnityPlugin module, we can replace Unity's implementation of FSR2 with one of our own.