|
|
@ -237,7 +237,7 @@ SamplerState s_LinearClamp : register(s1); |
|
|
|
|
|
|
|
|
// SRVs |
|
|
// SRVs |
|
|
#if defined(FFX_INTERNAL) |
|
|
#if defined(FFX_INTERNAL) |
|
|
Texture2D<FfxFloat32x4> r_input_opaque_only : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_OPAQUE_ONLY); |
|
|
|
|
|
|
|
|
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_opaque_only : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_OPAQUE_ONLY); |
|
|
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_color_jittered : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_COLOR); |
|
|
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_color_jittered : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_COLOR); |
|
|
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_motion_vectors : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS); |
|
|
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_motion_vectors : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_MOTION_VECTORS); |
|
|
UNITY_FSR2_TEX2D(FfxFloat32) r_input_depth : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_DEPTH); |
|
|
UNITY_FSR2_TEX2D(FfxFloat32) r_input_depth : FFX_FSR2_DECLARE_SRV(FFX_FSR2_RESOURCE_IDENTIFIER_INPUT_DEPTH); |
|
|
@ -294,7 +294,7 @@ SamplerState s_LinearClamp : register(s1); |
|
|
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_color_jittered : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_COLOR); |
|
|
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_color_jittered : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_COLOR); |
|
|
#endif |
|
|
#endif |
|
|
#if defined FSR2_BIND_SRV_INPUT_OPAQUE_ONLY |
|
|
#if defined FSR2_BIND_SRV_INPUT_OPAQUE_ONLY |
|
|
Texture2D<FfxFloat32x4> r_input_opaque_only : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY); |
|
|
|
|
|
|
|
|
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_opaque_only : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY); |
|
|
#endif |
|
|
#endif |
|
|
#if defined FSR2_BIND_SRV_INPUT_MOTION_VECTORS |
|
|
#if defined FSR2_BIND_SRV_INPUT_MOTION_VECTORS |
|
|
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_MOTION_VECTORS); |
|
|
UNITY_FSR2_TEX2D(FfxFloat32x4) r_input_motion_vectors : FFX_FSR2_DECLARE_SRV(FSR2_BIND_SRV_INPUT_MOTION_VECTORS); |
|
|
@ -770,7 +770,7 @@ void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETE |
|
|
#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) || defined(FFX_INTERNAL) |
|
|
#if defined(FSR2_BIND_SRV_INPUT_OPAQUE_ONLY) || defined(FFX_INTERNAL) |
|
|
FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|
|
FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
|
|
{ |
|
|
{ |
|
|
return r_input_opaque_only[iPxPos].xyz; |
|
|
|
|
|
|
|
|
return r_input_opaque_only[UNITY_FSR2_POS(iPxPos)].xyz; |
|
|
} |
|
|
} |
|
|
#endif |
|
|
#endif |
|
|
|
|
|
|
|
|
|