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- Added SPD constants buffer used by luminance pass
- Added SPD constants buffer used by luminance pass
- Started code reorganization: added a callbacks class for things that need to be customizable by the gamedevmac-autoexp
5 changed files with 71 additions and 14 deletions
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2Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute
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28Assets/Scripts/FSR2Thing.cs
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29Assets/Scripts/Fsr2Callbacks.cs
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11Assets/Scripts/Fsr2Callbacks.cs.meta
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15Assets/Scripts/SubsampleTest.cs
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using UnityEngine; |
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namespace FidelityFX |
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{ |
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public class Fsr2Callbacks |
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{ |
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public virtual Shader LoadShader(string name) |
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{ |
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#if UNITY_EDITOR
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return Shader.Find(name); |
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#else
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return Resources.Load<Shader>(name); |
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#endif
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} |
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public virtual ComputeShader LoadComputeShader(string name) |
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{ |
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return Resources.Load<ComputeShader>(name); |
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} |
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public virtual void ApplyMipmapBias(float biasOffset) |
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{ |
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foreach (var texture in Resources.FindObjectsOfTypeAll<Texture2D>()) |
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{ |
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texture.mipMapBias += biasOffset; |
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} |
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} |
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} |
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} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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