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33 lines
2.4 KiB
33 lines
2.4 KiB
using UnityEngine;
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namespace FidelityFX.FrameGen
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{
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public static class OpticalFlowShaderIDs
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{
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// Shader resource views, i.e. read-only bindings
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public static readonly int SrvInputColor = Shader.PropertyToID("r_input_color");
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public static readonly int SrvOpticalFlowInput = Shader.PropertyToID("r_optical_flow_input");
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public static readonly int SrvOpticalFlowPreviousInput = Shader.PropertyToID("r_optical_flow_previous_input");
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public static readonly int SrvOpticalFlow = Shader.PropertyToID("r_optical_flow");
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public static readonly int SrvOpticalFlowPrevious = Shader.PropertyToID("r_optical_flow_previous");
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// Unordered access views, i.e. random read/write bindings
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public static readonly int UavOpticalFlowInput = Shader.PropertyToID("rw_optical_flow_input");
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public static readonly int UavOpticalFlowInputLevel1 = Shader.PropertyToID("rw_optical_flow_input_level_1");
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public static readonly int UavOpticalFlowInputLevel2 = Shader.PropertyToID("rw_optical_flow_input_level_2");
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public static readonly int UavOpticalFlowInputLevel3 = Shader.PropertyToID("rw_optical_flow_input_level_3");
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public static readonly int UavOpticalFlowInputLevel4 = Shader.PropertyToID("rw_optical_flow_input_level_4");
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public static readonly int UavOpticalFlowInputLevel5 = Shader.PropertyToID("rw_optical_flow_input_level_5");
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public static readonly int UavOpticalFlowInputLevel6 = Shader.PropertyToID("rw_optical_flow_input_level_6");
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public static readonly int UavOpticalFlow = Shader.PropertyToID("rw_optical_flow");
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public static readonly int UavOpticalFlowNextLevel = Shader.PropertyToID("rw_optical_flow_next_level");
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public static readonly int UavOpticalFlowScdHistogram = Shader.PropertyToID("rw_optical_flow_scd_histogram"); // scene change detection histogram
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public static readonly int UavOpticalFlowScdPreviousHistogram = Shader.PropertyToID("rw_optical_flow_scd_previous_histogram");
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public static readonly int UavOpticalFlowScdTemp = Shader.PropertyToID("rw_optical_flow_scd_temp");
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public static readonly int UavOpticalFlowScdOutput = Shader.PropertyToID("rw_optical_flow_scd_output");
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// Constant buffer bindings
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public static readonly int CbOpticalFlow = Shader.PropertyToID("cbOF");
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public static readonly int CbSpd = Shader.PropertyToID("cbOF_SPD");
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}
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}
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