Browse Source

Renamed ffx_fsr_unity_common include file to ffx_unity_common, so it can be more generally used for all sorts of FidelityFX shaders.

framework
Nico de Poel 2 years ago
parent
commit
8d289fdfa7
  1. 2
      Shaders/ffx_fsr2_accumulate_pass.compute
  2. 2
      Shaders/ffx_fsr2_autogen_reactive_pass.compute
  3. 2
      Shaders/ffx_fsr2_compute_luminance_pyramid_pass.compute
  4. 2
      Shaders/ffx_fsr2_depth_clip_pass.compute
  5. 2
      Shaders/ffx_fsr2_lock_pass.compute
  6. 2
      Shaders/ffx_fsr2_rcas_pass.compute
  7. 2
      Shaders/ffx_fsr2_reconstruct_previous_depth_pass.compute
  8. 2
      Shaders/ffx_fsr2_tcr_autogen_pass.compute
  9. 2
      Shaders/ffx_fsr3upscaler_accumulate_pass.compute
  10. 2
      Shaders/ffx_fsr3upscaler_autogen_reactive_pass.compute
  11. 2
      Shaders/ffx_fsr3upscaler_debug_view_pass.compute
  12. 2
      Shaders/ffx_fsr3upscaler_luma_instability_pass.compute
  13. 2
      Shaders/ffx_fsr3upscaler_luma_pyramid_pass.compute
  14. 2
      Shaders/ffx_fsr3upscaler_prepare_inputs_pass.compute
  15. 2
      Shaders/ffx_fsr3upscaler_prepare_reactivity_pass.compute
  16. 2
      Shaders/ffx_fsr3upscaler_rcas_pass.compute
  17. 2
      Shaders/ffx_fsr3upscaler_shading_change_pass.compute
  18. 2
      Shaders/ffx_fsr3upscaler_shading_change_pyramid_pass.compute
  19. 2
      Shaders/ffx_fsr3upscaler_tcr_autogen_pass.compute
  20. 0
      Shaders/ffx_unity_common.cginc
  21. 0
      Shaders/ffx_unity_common.cginc.meta

2
Shaders/ffx_fsr2_accumulate_pass.compute

@ -30,7 +30,7 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
// Ensure the correct value is defined for this keyword, as it is used to select one of multiple sampler functions
#ifdef FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE

2
Shaders/ffx_fsr2_autogen_reactive_pass.compute

@ -27,6 +27,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr2_autogen_reactive_pass.hlsl"

2
Shaders/ffx_fsr2_compute_luminance_pyramid_pass.compute

@ -27,7 +27,7 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
// Wave operations require shader model 6.0; this can only be enabled when using DXC on D3D12
// These pragmas are commented out by default as Unity will sometimes ignore the #if's and try to enable these features anyway.

2
Shaders/ffx_fsr2_depth_clip_pass.compute

@ -27,6 +27,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr2_depth_clip_pass.hlsl"

2
Shaders/ffx_fsr2_lock_pass.compute

@ -27,6 +27,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr2_lock_pass.hlsl"

2
Shaders/ffx_fsr2_rcas_pass.compute

@ -26,6 +26,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr2_rcas_pass.hlsl"

2
Shaders/ffx_fsr2_reconstruct_previous_depth_pass.compute

@ -28,6 +28,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr2_reconstruct_previous_depth_pass.hlsl"

2
Shaders/ffx_fsr2_tcr_autogen_pass.compute

@ -27,6 +27,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr2_tcr_autogen_pass.hlsl"

2
Shaders/ffx_fsr3upscaler_accumulate_pass.compute

@ -28,7 +28,7 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
// Ensure the correct value is defined for this keyword, as it is used to select one of multiple sampler functions
#ifdef FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE

2
Shaders/ffx_fsr3upscaler_autogen_reactive_pass.compute

@ -24,6 +24,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl"

2
Shaders/ffx_fsr3upscaler_debug_view_pass.compute

@ -24,6 +24,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_debug_view_pass.hlsl"

2
Shaders/ffx_fsr3upscaler_luma_instability_pass.compute

@ -24,6 +24,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_luma_instability_pass.hlsl"

2
Shaders/ffx_fsr3upscaler_luma_pyramid_pass.compute

@ -24,7 +24,7 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
// Wave operations require shader model 6.0; this can only be enabled when using DXC on D3D12
// These pragmas are commented out by default as Unity will sometimes ignore the #if's and try to enable these features anyway.

2
Shaders/ffx_fsr3upscaler_prepare_inputs_pass.compute

@ -26,6 +26,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_prepare_inputs_pass.hlsl"

2
Shaders/ffx_fsr3upscaler_prepare_reactivity_pass.compute

@ -24,6 +24,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_prepare_reactivity_pass.hlsl"

2
Shaders/ffx_fsr3upscaler_rcas_pass.compute

@ -22,6 +22,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_rcas_pass.hlsl"

2
Shaders/ffx_fsr3upscaler_shading_change_pass.compute

@ -24,6 +24,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_shading_change_pass.hlsl"

2
Shaders/ffx_fsr3upscaler_shading_change_pyramid_pass.compute

@ -24,7 +24,7 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
// Wave operations require shader model 6.0; this can only be enabled when using DXC on D3D12
#define FFX_SPD_NO_WAVE_OPERATIONS

2
Shaders/ffx_fsr3upscaler_tcr_autogen_pass.compute

@ -25,6 +25,6 @@
#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
#include "ffx_fsr_unity_common.cginc"
#include "ffx_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl"

0
Shaders/ffx_fsr_unity_common.cginc → Shaders/ffx_unity_common.cginc

0
Shaders/ffx_fsr_unity_common.cginc.meta → Shaders/ffx_unity_common.cginc.meta

Loading…
Cancel
Save