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// Copyright (c) 2024 Nico de Poel |
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// |
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// Permission is hereby granted, free of charge, to any person obtaining a copy |
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// of this software and associated documentation files (the "Software"), to deal |
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// in the Software without restriction, including without limitation the rights |
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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// copies of the Software, and to permit persons to whom the Software is |
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// furnished to do so, subject to the following conditions: |
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// |
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// The above copyright notice and this permission notice shall be included in all |
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// copies or substantial portions of the Software. |
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// |
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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// THE SOFTWARE. |
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch |
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#pragma kernel CS |
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#pragma use_dxc |
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#pragma require WaveBasic |
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#include "ffx_fsr_unity_common.cginc" |
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#include "shaders/ffx_opticalflow_compute_optical_flow_advanced_pass_v5.hlsl" |