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@ -75,7 +75,7 @@ namespace FidelityFX.FSR3 |
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InitComputeShader("Prepare Inputs", contextDescription.Shaders.prepareInputsPass); |
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, dispatchParams.Color); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputDepth, dispatchParams.Depth); |
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@ -85,7 +85,7 @@ namespace FidelityFX.FSR3 |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavDilatedDepth, Resources.DilatedDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavFarthestDepth, Fsr3ShaderIDs.UavIntermediate); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavCurrentLuma, Resources.Luma[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavCurrentLuma, Resources.Luma[bufferIndex]); |
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants); |
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@ -105,9 +105,9 @@ namespace FidelityFX.FSR3 |
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InitComputeShader("Compute Luminance Pyramid", contextDescription.Shaders.lumaPyramidPass); |
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepth, Fsr3ShaderIDs.UavIntermediate); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter); |
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@ -138,10 +138,10 @@ namespace FidelityFX.FSR3 |
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InitComputeShader("Compute Shading Change Pyramid", contextDescription.Shaders.shadingChangePyramidPass); |
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPreviousLuma, Resources.Luma[frameIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPreviousLuma, Resources.Luma[bufferIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure); |
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@ -168,7 +168,7 @@ namespace FidelityFX.FSR3 |
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InitComputeShader("Compute Shading Change", contextDescription.Shaders.shadingChangePass); |
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvSpdMips, Resources.SpdMips); |
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@ -186,19 +186,19 @@ namespace FidelityFX.FSR3 |
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InitComputeShader("Prepare Reactivity", contextDescription.Shaders.prepareReactivityPass); |
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Resources.DilatedDepth); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, dispatchParams.Reactive); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvAccumulation, Resources.Accumulation[frameIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvAccumulation, Resources.Accumulation[bufferIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvShadingChange, Fsr3ShaderIDs.UavShadingChange); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAccumulation, Resources.Accumulation[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAccumulation, Resources.Accumulation[bufferIndex]); |
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants); |
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@ -214,17 +214,17 @@ namespace FidelityFX.FSR3 |
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InitComputeShader("Compute Luminance Instability", contextDescription.Shaders.lumaInstabilityPass); |
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFrameInfo, Resources.FrameInfo); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaHistory, Resources.LumaHistory[frameIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaHistory, Resources.LumaHistory[bufferIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepthMip1, Fsr3ShaderIDs.UavFarthestDepthMip1); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaHistory, Resources.LumaHistory[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaHistory, Resources.LumaHistory[bufferIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaInstability, Fsr3ShaderIDs.UavIntermediate); |
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants); |
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@ -250,7 +250,7 @@ namespace FidelityFX.FSR3 |
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#endif
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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#if UNITY_2021_2_OR_NEWER
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if (dispatchParams.EnableSharpening) |
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@ -276,14 +276,14 @@ namespace FidelityFX.FSR3 |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors); |
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} |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[bufferIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLanczosLut, Resources.LanczosLut); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepthMip1, Fsr3ShaderIDs.UavFarthestDepthMip1); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[bufferIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaInstability, Fsr3ShaderIDs.UavIntermediate); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, dispatchParams.Color); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[bufferIndex]); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, dispatchParams.Output); |
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants); |
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@ -304,10 +304,10 @@ namespace FidelityFX.FSR3 |
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InitComputeShader("RCAS Sharpening", contextDescription.Shaders.sharpenPass); |
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvRcasInput, Resources.InternalUpscaled[bufferIndex]); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, dispatchParams.Output); |
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@ -330,7 +330,7 @@ namespace FidelityFX.FSR3 |
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InitComputeShader("Auto-Generate Reactive Mask", contextDescription.Shaders.autoGenReactivePass); |
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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} |
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@ -362,20 +362,20 @@ namespace FidelityFX.FSR3 |
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InitComputeShader("Auto-Generate Transparency & Composition Mask", contextDescription.Shaders.tcrAutoGenPass); |
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, dispatchParams.Color); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputMotionVectors, dispatchParams.MotionVectors); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPreAlpha, Resources.PrevPreAlpha[bufferIndex ^ 1]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvPrevColorPostAlpha, Resources.PrevPostAlpha[bufferIndex ^ 1]); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvReactiveMask, dispatchParams.Reactive); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvTransparencyAndCompositionMask, dispatchParams.TransparencyAndComposition); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoReactive, Resources.AutoReactive); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavAutoComposition, Resources.AutoComposition); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPreAlpha, Resources.PrevPreAlpha[bufferIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavPrevColorPostAlpha, Resources.PrevPostAlpha[bufferIndex]); |
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.UpscalerConstants>(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants); |
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commandBuffer.SetComputeConstantBufferParam<Fsr3Upscaler.GenerateReactiveConstants2>(ComputeShader, Fsr3ShaderIDs.CbGenReactive, _tcrAutogenerateConstants); |
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@ -393,12 +393,12 @@ namespace FidelityFX.FSR3 |
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InitComputeShader("Debug View", contextDescription.Shaders.debugViewPass); |
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} |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY, int dispatchZ) |
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protected override void DoScheduleDispatch(CommandBuffer commandBuffer, in Fsr3Upscaler.DispatchDescription dispatchParams, int bufferIndex, int dispatchX, int dispatchY, int dispatchZ) |
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{ |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedReactiveMasks, Fsr3ShaderIDs.UavDilatedReactiveMasks); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedDepth, Resources.DilatedDepth); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[frameIndex]); |
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commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInternalUpscaled, Resources.InternalUpscaled[bufferIndex]); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, dispatchParams.Exposure); |
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commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavUpscaledOutput, dispatchParams.Output); |
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