Browse Source

- Applied correct macros to input and output texture definitions for HDRP support

- Correctly destroy resources when not in play mode
- Prevent Unity from treating shader include headers as native plugin code
hdrp
Nico de Poel 2 years ago
parent
commit
d214976e1f
  1. 7
      Assets/Scripts/Core/Fsr3UpscalerResources.cs
  2. 2
      Assets/Shaders/FSR3/ffx_fsr3upscaler_rcas_pass.compute
  3. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h.meta
  4. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core.h.meta
  5. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h.meta
  6. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h.meta
  7. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h.meta
  8. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h.meta
  9. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_portability.h.meta
  10. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h.meta
  11. 8
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h
  12. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta
  13. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h.meta
  14. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h.meta
  15. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_depth_clip.h.meta
  16. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_lock.h.meta
  17. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_postprocess_lock_status.h.meta
  18. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h.meta
  19. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reconstruct_dilated_velocity_and_previous_depth.h.meta
  20. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h.meta
  21. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h.meta
  22. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h.meta
  23. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h.meta
  24. 40
      Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h.meta
  25. 42
      Assets/Shaders/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h.meta
  26. 42
      Assets/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h.meta
  27. 1
      README.md

7
Assets/Scripts/Core/Fsr3UpscalerResources.cs

@ -207,7 +207,14 @@ namespace FidelityFX
if (resource == null) if (resource == null)
return; return;
#if UNITY_EDITOR
if (Application.isPlaying && !UnityEditor.EditorApplication.isPaused)
UnityEngine.Object.Destroy(resource);
else
UnityEngine.Object.DestroyImmediate(resource);
#else
UnityEngine.Object.Destroy(resource); UnityEngine.Object.Destroy(resource);
#endif
resource = null; resource = null;
} }

2
Assets/Shaders/FSR3/ffx_fsr3upscaler_rcas_pass.compute

@ -24,6 +24,8 @@
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS #pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH #pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
#include "ffx_fsr3upscaler_unity_common.cginc" #include "ffx_fsr3upscaler_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_rcas_pass.hlsl" #include "shaders/ffx_fsr3upscaler_rcas_pass.hlsl"

40
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h.meta

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40
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core.h.meta

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40
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_cpu.h.meta

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40
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common.h.meta

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40
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_gpu_common_half.h.meta

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40
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_hlsl.h.meta

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40
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_core_portability.h.meta

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Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_accumulate.h.meta

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8
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h

@ -359,10 +359,10 @@ SamplerState s_LinearClamp : register(s1);
Texture2D<FfxFloat32x2> r_auto_exposure : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_AUTO_EXPOSURE); Texture2D<FfxFloat32x2> r_auto_exposure : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_AUTO_EXPOSURE);
#endif #endif
#if defined FSR3UPSCALER_BIND_SRV_REACTIVE_MASK #if defined FSR3UPSCALER_BIND_SRV_REACTIVE_MASK
Texture2D<FfxFloat32> r_reactive_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK);
UNITY_FSR3_TEX2D(FfxFloat32) r_reactive_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK);
#endif #endif
#if defined FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK #if defined FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK
Texture2D<FfxFloat32> r_transparency_and_composition_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK);
UNITY_FSR3_TEX2D(FfxFloat32) r_transparency_and_composition_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK);
#endif #endif
#if defined FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH #if defined FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH
Texture2D<FfxUInt32> r_reconstructed_previous_nearest_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH); Texture2D<FfxUInt32> r_reconstructed_previous_nearest_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_RECONSTRUCTED_PREV_NEAREST_DEPTH);
@ -511,14 +511,14 @@ FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV)
#if defined(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK) #if defined(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK)
FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos) FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos)
{ {
return r_reactive_mask[iPxPos];
return r_reactive_mask[UNITY_FSR3_POS(iPxPos)];
} }
#endif #endif
#if defined(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK) #if defined(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK)
FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos) FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos)
{ {
return r_transparency_and_composition_mask[iPxPos];
return r_transparency_and_composition_mask[UNITY_FSR3_POS(iPxPos)];
} }
#endif #endif

40
Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta

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Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_compute_luminance_pyramid.h.meta

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1
README.md

@ -17,7 +17,6 @@ Focus of this project lies initially on making FSR3 Upscaler work with the tradi
- [Built-in Render Pipeline](#built-in-render-pipeline) - [Built-in Render Pipeline](#built-in-render-pipeline)
- [Post-Processing Stack V2](#post-processing-stack-v2) - [Post-Processing Stack V2](#post-processing-stack-v2)
- [Callbacks](#callbacks) - [Callbacks](#callbacks)
- [Resource management](#resource-management)
- [Mipmap biasing](#mipmap-biasing) - [Mipmap biasing](#mipmap-biasing)
- [Motion vectors](#motion-vectors) - [Motion vectors](#motion-vectors)
- [Reactive mask](#reactive-mask) - [Reactive mask](#reactive-mask)

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