diff --git a/Assets/Scripts/Core/Fsr3ShaderIDs.cs b/Assets/Scripts/Core/Fsr3ShaderIDs.cs
index 0c87f71..8d972ca 100644
--- a/Assets/Scripts/Core/Fsr3ShaderIDs.cs
+++ b/Assets/Scripts/Core/Fsr3ShaderIDs.cs
@@ -22,69 +22,70 @@ using UnityEngine;
namespace FidelityFX
{
- internal static class Fsr3ShaderIDs
+ public static class Fsr3ShaderIDs
{
// Shader resource views, i.e. read-only bindings
- internal static readonly int SrvInputColor = Shader.PropertyToID("r_input_color_jittered");
- internal static readonly int SrvOpaqueOnly = Shader.PropertyToID("r_input_opaque_only");
- internal static readonly int SrvInputMotionVectors = Shader.PropertyToID("r_input_motion_vectors");
- internal static readonly int SrvInputDepth = Shader.PropertyToID("r_input_depth");
- internal static readonly int SrvInputExposure = Shader.PropertyToID("r_input_exposure");
- internal static readonly int SrvFrameInfo = Shader.PropertyToID("r_frame_info");
- internal static readonly int SrvReactiveMask = Shader.PropertyToID("r_reactive_mask");
- internal static readonly int SrvTransparencyAndCompositionMask = Shader.PropertyToID("r_transparency_and_composition_mask");
- internal static readonly int SrvReconstructedPrevNearestDepth = Shader.PropertyToID("r_reconstructed_previous_nearest_depth");
- internal static readonly int SrvDilatedMotionVectors = Shader.PropertyToID("r_dilated_motion_vectors");
- internal static readonly int SrvDilatedDepth = Shader.PropertyToID("r_dilated_depth");
- internal static readonly int SrvInternalUpscaled = Shader.PropertyToID("r_internal_upscaled_color");
- internal static readonly int SrvAccumulation = Shader.PropertyToID("r_accumulation");
- internal static readonly int SrvLumaHistory = Shader.PropertyToID("r_luma_history");
- internal static readonly int SrvRcasInput = Shader.PropertyToID("r_rcas_input");
- internal static readonly int SrvLanczosLut = Shader.PropertyToID("r_lanczos_lut");
- internal static readonly int SrvSpdMips = Shader.PropertyToID("r_spd_mips");
- internal static readonly int SrvDilatedReactiveMasks = Shader.PropertyToID("r_dilated_reactive_masks");
- internal static readonly int SrvNewLocks = Shader.PropertyToID("r_new_locks");
- internal static readonly int SrvFarthestDepth = Shader.PropertyToID("r_farthest_depth");
- internal static readonly int SrvFarthestDepthMip1 = Shader.PropertyToID("r_farthest_depth_mip1");
- internal static readonly int SrvShadingChange = Shader.PropertyToID("r_shading_change");
- internal static readonly int SrvCurrentLuma = Shader.PropertyToID("r_current_luma");
- internal static readonly int SrvPreviousLuma = Shader.PropertyToID("r_previous_luma");
- internal static readonly int SrvLumaInstability = Shader.PropertyToID("r_luma_instability");
- internal static readonly int SrvPrevColorPreAlpha = Shader.PropertyToID("r_input_prev_color_pre_alpha");
- internal static readonly int SrvPrevColorPostAlpha = Shader.PropertyToID("r_input_prev_color_post_alpha");
+ public static readonly int SrvInputColor = Shader.PropertyToID("r_input_color_jittered");
+ public static readonly int SrvOpaqueOnly = Shader.PropertyToID("r_input_opaque_only");
+ public static readonly int SrvInputMotionVectors = Shader.PropertyToID("r_input_motion_vectors");
+ public static readonly int SrvInputDepth = Shader.PropertyToID("r_input_depth");
+ public static readonly int SrvInputExposure = Shader.PropertyToID("r_input_exposure");
+ public static readonly int SrvFrameInfo = Shader.PropertyToID("r_frame_info");
+ public static readonly int SrvReactiveMask = Shader.PropertyToID("r_reactive_mask");
+ public static readonly int SrvTransparencyAndCompositionMask = Shader.PropertyToID("r_transparency_and_composition_mask");
+ public static readonly int SrvReconstructedPrevNearestDepth = Shader.PropertyToID("r_reconstructed_previous_nearest_depth");
+ public static readonly int SrvDilatedMotionVectors = Shader.PropertyToID("r_dilated_motion_vectors");
+ public static readonly int SrvDilatedDepth = Shader.PropertyToID("r_dilated_depth");
+ public static readonly int SrvInternalUpscaled = Shader.PropertyToID("r_internal_upscaled_color");
+ public static readonly int SrvAccumulation = Shader.PropertyToID("r_accumulation");
+ public static readonly int SrvLumaHistory = Shader.PropertyToID("r_luma_history");
+ public static readonly int SrvRcasInput = Shader.PropertyToID("r_rcas_input");
+ public static readonly int SrvLanczosLut = Shader.PropertyToID("r_lanczos_lut");
+ public static readonly int SrvSpdMips = Shader.PropertyToID("r_spd_mips");
+ public static readonly int SrvDilatedReactiveMasks = Shader.PropertyToID("r_dilated_reactive_masks");
+ public static readonly int SrvNewLocks = Shader.PropertyToID("r_new_locks");
+ public static readonly int SrvFarthestDepth = Shader.PropertyToID("r_farthest_depth");
+ public static readonly int SrvFarthestDepthMip1 = Shader.PropertyToID("r_farthest_depth_mip1");
+ public static readonly int SrvShadingChange = Shader.PropertyToID("r_shading_change");
+ public static readonly int SrvCurrentLuma = Shader.PropertyToID("r_current_luma");
+ public static readonly int SrvPreviousLuma = Shader.PropertyToID("r_previous_luma");
+ public static readonly int SrvLumaInstability = Shader.PropertyToID("r_luma_instability");
+ public static readonly int SrvPrevColorPreAlpha = Shader.PropertyToID("r_input_prev_color_pre_alpha");
+ public static readonly int SrvPrevColorPostAlpha = Shader.PropertyToID("r_input_prev_color_post_alpha");
// Unordered access views, i.e. random read/write bindings
- internal static readonly int UavReconstructedPrevNearestDepth = Shader.PropertyToID("rw_reconstructed_previous_nearest_depth");
- internal static readonly int UavDilatedMotionVectors = Shader.PropertyToID("rw_dilated_motion_vectors");
- internal static readonly int UavDilatedDepth = Shader.PropertyToID("rw_dilated_depth");
- internal static readonly int UavInternalUpscaled = Shader.PropertyToID("rw_internal_upscaled_color");
- internal static readonly int UavAccumulation = Shader.PropertyToID("rw_accumulation");
- internal static readonly int UavLumaHistory = Shader.PropertyToID("rw_luma_history");
- internal static readonly int UavUpscaledOutput = Shader.PropertyToID("rw_upscaled_output");
- internal static readonly int UavDilatedReactiveMasks = Shader.PropertyToID("rw_dilated_reactive_masks");
- internal static readonly int UavFrameInfo = Shader.PropertyToID("rw_frame_info");
- internal static readonly int UavSpdAtomicCount = Shader.PropertyToID("rw_spd_global_atomic");
- internal static readonly int UavNewLocks = Shader.PropertyToID("rw_new_locks");
- internal static readonly int UavAutoReactive = Shader.PropertyToID("rw_output_autoreactive");
- internal static readonly int UavShadingChange = Shader.PropertyToID("rw_shading_change");
- internal static readonly int UavFarthestDepth = Shader.PropertyToID("rw_farthest_depth");
- internal static readonly int UavFarthestDepthMip1 = Shader.PropertyToID("rw_farthest_depth_mip1");
- internal static readonly int UavCurrentLuma = Shader.PropertyToID("rw_current_luma");
- internal static readonly int UavLumaInstability = Shader.PropertyToID("rw_luma_instability");
- internal static readonly int UavSpdMip0 = Shader.PropertyToID("rw_spd_mip0");
- internal static readonly int UavSpdMip1 = Shader.PropertyToID("rw_spd_mip1");
- internal static readonly int UavSpdMip2 = Shader.PropertyToID("rw_spd_mip2");
- internal static readonly int UavSpdMip3 = Shader.PropertyToID("rw_spd_mip3");
- internal static readonly int UavSpdMip4 = Shader.PropertyToID("rw_spd_mip4");
- internal static readonly int UavSpdMip5 = Shader.PropertyToID("rw_spd_mip5");
- internal static readonly int UavAutoComposition = Shader.PropertyToID("rw_output_autocomposition");
- internal static readonly int UavPrevColorPreAlpha = Shader.PropertyToID("rw_output_prev_color_pre_alpha");
- internal static readonly int UavPrevColorPostAlpha = Shader.PropertyToID("rw_output_prev_color_post_alpha");
+ public static readonly int UavReconstructedPrevNearestDepth = Shader.PropertyToID("rw_reconstructed_previous_nearest_depth");
+ public static readonly int UavDilatedMotionVectors = Shader.PropertyToID("rw_dilated_motion_vectors");
+ public static readonly int UavDilatedDepth = Shader.PropertyToID("rw_dilated_depth");
+ public static readonly int UavInternalUpscaled = Shader.PropertyToID("rw_internal_upscaled_color");
+ public static readonly int UavAccumulation = Shader.PropertyToID("rw_accumulation");
+ public static readonly int UavLumaHistory = Shader.PropertyToID("rw_luma_history");
+ public static readonly int UavUpscaledOutput = Shader.PropertyToID("rw_upscaled_output");
+ public static readonly int UavDilatedReactiveMasks = Shader.PropertyToID("rw_dilated_reactive_masks");
+ public static readonly int UavFrameInfo = Shader.PropertyToID("rw_frame_info");
+ public static readonly int UavSpdAtomicCount = Shader.PropertyToID("rw_spd_global_atomic");
+ public static readonly int UavNewLocks = Shader.PropertyToID("rw_new_locks");
+ public static readonly int UavAutoReactive = Shader.PropertyToID("rw_output_autoreactive");
+ public static readonly int UavShadingChange = Shader.PropertyToID("rw_shading_change");
+ public static readonly int UavFarthestDepth = Shader.PropertyToID("rw_farthest_depth");
+ public static readonly int UavFarthestDepthMip1 = Shader.PropertyToID("rw_farthest_depth_mip1");
+ public static readonly int UavCurrentLuma = Shader.PropertyToID("rw_current_luma");
+ public static readonly int UavLumaInstability = Shader.PropertyToID("rw_luma_instability");
+ public static readonly int UavIntermediate = Shader.PropertyToID("rw_intermediate_fp16x1");
+ public static readonly int UavSpdMip0 = Shader.PropertyToID("rw_spd_mip0");
+ public static readonly int UavSpdMip1 = Shader.PropertyToID("rw_spd_mip1");
+ public static readonly int UavSpdMip2 = Shader.PropertyToID("rw_spd_mip2");
+ public static readonly int UavSpdMip3 = Shader.PropertyToID("rw_spd_mip3");
+ public static readonly int UavSpdMip4 = Shader.PropertyToID("rw_spd_mip4");
+ public static readonly int UavSpdMip5 = Shader.PropertyToID("rw_spd_mip5");
+ public static readonly int UavAutoComposition = Shader.PropertyToID("rw_output_autocomposition");
+ public static readonly int UavPrevColorPreAlpha = Shader.PropertyToID("rw_output_prev_color_pre_alpha");
+ public static readonly int UavPrevColorPostAlpha = Shader.PropertyToID("rw_output_prev_color_post_alpha");
// Constant buffer bindings
- internal static readonly int CbFsr3Upscaler = Shader.PropertyToID("cbFSR3Upscaler");
- internal static readonly int CbSpd = Shader.PropertyToID("cbSPD");
- internal static readonly int CbRcas = Shader.PropertyToID("cbRCAS");
- internal static readonly int CbGenReactive = Shader.PropertyToID("cbGenerateReactive");
+ public static readonly int CbFsr3Upscaler = Shader.PropertyToID("cbFSR3Upscaler");
+ public static readonly int CbSpd = Shader.PropertyToID("cbSPD");
+ public static readonly int CbRcas = Shader.PropertyToID("cbRCAS");
+ public static readonly int CbGenReactive = Shader.PropertyToID("cbGenerateReactive");
}
}
diff --git a/Assets/Scripts/Core/Fsr3Upscaler.cs b/Assets/Scripts/Core/Fsr3Upscaler.cs
index 8d72838..30b873c 100644
--- a/Assets/Scripts/Core/Fsr3Upscaler.cs
+++ b/Assets/Scripts/Core/Fsr3Upscaler.cs
@@ -201,6 +201,7 @@ namespace FidelityFX
public float CameraFovAngleVertical;
public float ViewSpaceToMetersFactor;
public DispatchFlags Flags;
+ public bool UseTextureArrays; // Enable texture array bindings, primarily used for HDRP and XR
// EXPERIMENTAL reactive mask generation parameters
public bool EnableAutoReactive;
@@ -309,35 +310,4 @@ namespace FidelityFX
public readonly uint dummy1;
}
}
-
- ///
- /// An immutable structure wrapping all of the necessary information to bind a specific buffer or attachment of a render target to a compute shader.
- ///
- public readonly struct ResourceView
- {
- ///
- /// This value is the equivalent of not setting any value at all; all struct fields will have their default values.
- /// It does not refer to a valid texture, therefore any variable set to this value should be checked for IsValid and reassigned before being bound to a shader.
- ///
- public static readonly ResourceView Unassigned = new ResourceView(default);
-
- ///
- /// This value contains a valid texture reference that can be bound to a shader, however it is just an empty placeholder texture.
- /// Binding this to a shader can be seen as setting the texture variable inside the shader to null.
- ///
- public static readonly ResourceView None = new ResourceView(BuiltinRenderTextureType.None);
-
- public ResourceView(in RenderTargetIdentifier renderTarget, RenderTextureSubElement subElement = RenderTextureSubElement.Default, int mipLevel = 0)
- {
- RenderTarget = renderTarget;
- SubElement = subElement;
- MipLevel = mipLevel;
- }
-
- public bool IsValid => !RenderTarget.Equals(default);
-
- public readonly RenderTargetIdentifier RenderTarget;
- public readonly RenderTextureSubElement SubElement;
- public readonly int MipLevel;
- }
}
diff --git a/Assets/Scripts/Core/Fsr3UpscalerAssets.cs b/Assets/Scripts/Core/Fsr3UpscalerAssets.cs
index 93a8177..c77a998 100644
--- a/Assets/Scripts/Core/Fsr3UpscalerAssets.cs
+++ b/Assets/Scripts/Core/Fsr3UpscalerAssets.cs
@@ -27,6 +27,7 @@ namespace FidelityFX
/// Scriptable object containing all shader resources required by FidelityFX Super Resolution 3 (FSR3) Upscaler.
/// These can be stored in an asset file and referenced from a scene or prefab, avoiding the need to load the shaders from a Resources folder.
///
+ [CreateAssetMenu(fileName = "FSR3 Upscaler Assets", menuName = "FidelityFX/FSR3 Upscaler Assets", order = 1103)]
public class Fsr3UpscalerAssets : ScriptableObject
{
public Fsr3UpscalerShaders shaders;
@@ -71,13 +72,11 @@ namespace FidelityFX
///
/// The compute shader used by the prepare inputs pass.
///
- [FormerlySerializedAs("reconstructPreviousDepthPass")]
public ComputeShader prepareInputsPass;
///
/// The compute shader used by the luminance pyramid computation pass.
///
- [FormerlySerializedAs("computeLuminancePyramidPass")]
public ComputeShader lumaPyramidPass;
///
@@ -93,13 +92,11 @@ namespace FidelityFX
///
/// The compute shader used by the prepare reactivity pass.
///
- [FormerlySerializedAs("depthClipPass")]
public ComputeShader prepareReactivityPass;
///
/// The compute shader used by the luma instability pass.
///
- [FormerlySerializedAs("lockPass")]
public ComputeShader lumaInstabilityPass;
///
@@ -122,12 +119,10 @@ namespace FidelityFX
///
public ComputeShader tcrAutoGenPass;
-#if UNITY_EDITOR || DEVELOPMENT_BUILD
///
/// The compute shader used to display a debug view.
///
public ComputeShader debugViewPass;
-#endif
///
/// Returns a copy of this class and its contents.
@@ -156,9 +151,7 @@ namespace FidelityFX
sharpenPass = Object.Instantiate(sharpenPass),
autoGenReactivePass = Object.Instantiate(autoGenReactivePass),
tcrAutoGenPass = Object.Instantiate(tcrAutoGenPass),
-#if UNITY_EDITOR || DEVELOPMENT_BUILD
debugViewPass = Object.Instantiate(debugViewPass),
-#endif
};
}
@@ -178,9 +171,7 @@ namespace FidelityFX
Object.Destroy(sharpenPass);
Object.Destroy(autoGenReactivePass);
Object.Destroy(tcrAutoGenPass);
-#if UNITY_EDITOR || DEVELOPMENT_BUILD
Object.Destroy(debugViewPass);
-#endif
}
}
}
diff --git a/Assets/Scripts/Core/Fsr3UpscalerCallbacks.cs b/Assets/Scripts/Core/Fsr3UpscalerCallbacks.cs
index 5b2c89c..e91d358 100644
--- a/Assets/Scripts/Core/Fsr3UpscalerCallbacks.cs
+++ b/Assets/Scripts/Core/Fsr3UpscalerCallbacks.cs
@@ -1,4 +1,4 @@
-// Copyright (c) 2023 Nico de Poel
+// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
@@ -42,7 +42,7 @@ namespace FidelityFX
}
///
- /// Default implementation of IFsr3UpscalerCallbacks using simple Resources calls.
+ /// Default implementation of IFsr3UpscalerCallbacks.
/// These are fine for testing but a proper game will want to extend and override these methods.
///
public class Fsr3UpscalerCallbacksBase: IFsr3UpscalerCallbacks
diff --git a/Assets/Scripts/Core/Fsr3UpscalerContext.cs b/Assets/Scripts/Core/Fsr3UpscalerContext.cs
index 3dccb54..80769c8 100644
--- a/Assets/Scripts/Core/Fsr3UpscalerContext.cs
+++ b/Assets/Scripts/Core/Fsr3UpscalerContext.cs
@@ -162,6 +162,9 @@ namespace FidelityFX
{
DebugCheckDispatch(dispatchParams);
}
+
+ if (dispatchParams.UseTextureArrays)
+ commandBuffer.EnableShaderKeyword("UNITY_FSR_TEXTURE2D_X_ARRAY");
if (_firstExecution)
{
@@ -288,6 +291,8 @@ namespace FidelityFX
_resourceFrameIndex = (_resourceFrameIndex + 1) % MaxQueuedFrames;
Fsr3UpscalerResources.DestroyAliasableResources(commandBuffer);
+
+ commandBuffer.DisableShaderKeyword("UNITY_FSR_TEXTURE2D_X_ARRAY");
}
public void GenerateReactiveMask(Fsr3Upscaler.GenerateReactiveDescription dispatchParams)
diff --git a/Assets/Scripts/Core/Fsr3UpscalerPass.cs b/Assets/Scripts/Core/Fsr3UpscalerPass.cs
index 3b374fb..fa3aa65 100644
--- a/Assets/Scripts/Core/Fsr3UpscalerPass.cs
+++ b/Assets/Scripts/Core/Fsr3UpscalerPass.cs
@@ -71,7 +71,7 @@ namespace FidelityFX
{
if (shader == null)
{
- throw new MissingReferenceException($"Shader for FSR3 Upscaler '{passName}' could not be loaded! Please ensure it is included in the project correctly.");
+ throw new MissingReferenceException($"Shader for FSR3 Upscaler pass '{passName}' could not be loaded! Please ensure it is included in the project correctly.");
}
ComputeShader = shader;
@@ -93,13 +93,6 @@ namespace FidelityFX
if ((flags & Fsr3Upscaler.InitializationFlags.EnableDepthInverted) != 0) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH");
if (useLut) ComputeShader.EnableKeyword("FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE");
if ((flags & Fsr3Upscaler.InitializationFlags.EnableFP16Usage) != 0) ComputeShader.EnableKeyword("FFX_HALF");
-
- // Inform the shader which render pipeline we're currently using
- var pipeline = GraphicsSettings.currentRenderPipeline;
- if (pipeline != null && pipeline.GetType().Name.Contains("HDRenderPipeline"))
- {
- ComputeShader.EnableKeyword("UNITY_FSR3UPSCALER_HDRP");
- }
}
}
@@ -124,6 +117,7 @@ namespace FidelityFX
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavDilatedMotionVectors, Resources.DilatedVelocity);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavDilatedDepth, Resources.DilatedDepth);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavReconstructedPrevNearestDepth, Resources.ReconstructedPrevNearestDepth);
+ commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavFarthestDepth, Fsr3ShaderIDs.UavIntermediate);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavCurrentLuma, Resources.Luma[frameIndex]);
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf());
@@ -147,7 +141,7 @@ namespace FidelityFX
protected override void DoScheduleDispatch(CommandBuffer commandBuffer, Fsr3Upscaler.DispatchDescription dispatchParams, int frameIndex, int dispatchX, int dispatchY)
{
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepth, Fsr3ShaderIDs.UavFarthestDepth);
+ commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepth, Fsr3ShaderIDs.UavIntermediate);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavFrameInfo, Resources.FrameInfo);
@@ -186,7 +180,6 @@ namespace FidelityFX
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvDilatedMotionVectors, Resources.DilatedVelocity);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputExposure, exposure.RenderTarget, exposure.MipLevel, exposure.SubElement);
- // TODO: possibly the atomic counter might have to get cleared in-between passes. Check on MacOS whether we have issues with this or not.
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdAtomicCount, Resources.SpdAtomicCounter);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip0, Resources.SpdMips, 0);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavSpdMip1, Resources.SpdMips, 1);
@@ -273,6 +266,7 @@ namespace FidelityFX
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaHistory, Resources.LumaHistory[frameIndex]);
+ commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavLumaInstability, Fsr3ShaderIDs.UavIntermediate);
commandBuffer.SetComputeConstantBufferParam(ComputeShader, Fsr3ShaderIDs.CbFsr3Upscaler, Constants, 0, Marshal.SizeOf());
@@ -332,7 +326,7 @@ namespace FidelityFX
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLanczosLut, Resources.LanczosLut);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvFarthestDepthMip1, Fsr3ShaderIDs.UavFarthestDepthMip1);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvCurrentLuma, Resources.Luma[frameIndex]);
- commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaInstability, Fsr3ShaderIDs.UavLumaInstability);
+ commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvLumaInstability, Fsr3ShaderIDs.UavIntermediate);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.SrvInputColor, color.RenderTarget, color.MipLevel, color.SubElement);
commandBuffer.SetComputeTextureParam(ComputeShader, KernelIndex, Fsr3ShaderIDs.UavInternalUpscaled, Resources.InternalUpscaled[frameIndex]);
diff --git a/Assets/Scripts/Core/Fsr3UpscalerResources.cs b/Assets/Scripts/Core/Fsr3UpscalerResources.cs
index dc3c149..d6a08ab 100644
--- a/Assets/Scripts/Core/Fsr3UpscalerResources.cs
+++ b/Assets/Scripts/Core/Fsr3UpscalerResources.cs
@@ -148,9 +148,7 @@ namespace FidelityFX
Vector2Int maxRenderSizeDiv2 = maxRenderSize / 2;
// FSR3UPSCALER_IntermediateFp16x1: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
- // TODO: see if these can be combined into one (this is a reusable temporary intermediate buffer used by different passes for different purposes)
- commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavFarthestDepth, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
- commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavLumaInstability, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
+ commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavIntermediate, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
// FSR3UPSCALER_ShadingChange: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(Fsr3ShaderIDs.UavShadingChange, maxRenderSizeDiv2.x, maxRenderSizeDiv2.y, 0, default, GraphicsFormat.R8_UNorm, 1, true);
@@ -172,8 +170,7 @@ namespace FidelityFX
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavFarthestDepthMip1);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavNewLocks);
commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavShadingChange);
- commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavLumaInstability);
- commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavFarthestDepth);
+ commandBuffer.ReleaseTemporaryRT(Fsr3ShaderIDs.UavIntermediate);
}
private static void CreateDoubleBufferedResource(RenderTexture[] resource, string name, Vector2Int size, GraphicsFormat format)
diff --git a/Assets/Scripts/Core/ResourceView.cs b/Assets/Scripts/Core/ResourceView.cs
new file mode 100644
index 0000000..e5946a3
--- /dev/null
+++ b/Assets/Scripts/Core/ResourceView.cs
@@ -0,0 +1,55 @@
+// Copyright (c) 2024 Nico de Poel
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+
+using UnityEngine.Rendering;
+
+namespace FidelityFX
+{
+ ///
+ /// An immutable structure wrapping all of the necessary information to bind a specific buffer or attachment of a render target to a compute shader.
+ ///
+ public readonly struct ResourceView
+ {
+ ///
+ /// This value is the equivalent of not setting any value at all; all struct fields will have their default values.
+ /// It does not refer to a valid texture, therefore any variable set to this value should be checked for IsValid and reassigned before being bound to a shader.
+ ///
+ public static readonly ResourceView Unassigned = new ResourceView(default);
+
+ ///
+ /// This value contains a valid texture reference that can be bound to a shader, however it is just an empty placeholder texture.
+ /// Binding this to a shader can be seen as setting the texture variable inside the shader to null.
+ ///
+ public static readonly ResourceView None = new ResourceView(BuiltinRenderTextureType.None);
+
+ public ResourceView(in RenderTargetIdentifier renderTarget, RenderTextureSubElement subElement = RenderTextureSubElement.Default, int mipLevel = 0)
+ {
+ RenderTarget = renderTarget;
+ SubElement = subElement;
+ MipLevel = mipLevel;
+ }
+
+ public bool IsValid => !RenderTarget.Equals(default);
+
+ public readonly RenderTargetIdentifier RenderTarget;
+ public readonly RenderTextureSubElement SubElement;
+ public readonly int MipLevel;
+ }
+}
diff --git a/Assets/Scripts/Core/ResourceView.cs.meta b/Assets/Scripts/Core/ResourceView.cs.meta
new file mode 100644
index 0000000..901157b
--- /dev/null
+++ b/Assets/Scripts/Core/ResourceView.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: eb9fdfac33a070740b66520d88f43ab7
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_accumulate_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_accumulate_pass.compute
index e8e0034..a8d6864 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_accumulate_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_accumulate_pass.compute
@@ -24,13 +24,11 @@
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_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
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute
index e290582..500352a 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_autogen_reactive_pass.compute
@@ -21,12 +21,9 @@
#pragma kernel CS
#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_autogen_reactive_pass.hlsl"
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_debug_view_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_debug_view_pass.compute
index 45225cc..027e414 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_debug_view_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_debug_view_pass.compute
@@ -21,15 +21,9 @@
#pragma kernel CS
#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_debug_view_pass.hlsl"
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_instability_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_instability_pass.compute
index af2412c..5cffc66 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_instability_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_instability_pass.compute
@@ -21,15 +21,9 @@
#pragma kernel CS
#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_luma_instability_pass.hlsl"
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_pyramid_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_pyramid_pass.compute
index 0e4736b..347b0d6 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_pyramid_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_luma_pyramid_pass.compute
@@ -21,16 +21,10 @@
#pragma kernel CS
#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_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.
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_prepare_inputs_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_prepare_inputs_pass.compute
index 8174640..b71ea5d 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_prepare_inputs_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_prepare_inputs_pass.compute
@@ -20,17 +20,12 @@
#pragma kernel CS
-// TODO: figure out which of these defines are actually used by this shader (for all shader passes)
#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_prepare_inputs_pass.hlsl"
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_prepare_reactivity_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_prepare_reactivity_pass.compute
index f87adb0..ebf4e91 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_prepare_reactivity_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_prepare_reactivity_pass.compute
@@ -21,15 +21,9 @@
#pragma kernel CS
#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_prepare_reactivity_pass.hlsl"
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_rcas_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_rcas_pass.compute
index be7bbb5..282a9ae 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_rcas_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_rcas_pass.compute
@@ -1,4 +1,4 @@
-// Copyright (c) 2023 Nico de Poel
+// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
@@ -20,12 +20,8 @@
#pragma kernel CS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
-
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_rcas_pass.hlsl"
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_shading_change_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_shading_change_pass.compute
index 3ec692c..34c3ade 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_shading_change_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_shading_change_pass.compute
@@ -21,15 +21,9 @@
#pragma kernel CS
#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_shading_change_pass.hlsl"
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_shading_change_pyramid_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_shading_change_pyramid_pass.compute
index 12a2c60..ffe5bfe 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_shading_change_pyramid_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_shading_change_pyramid_pass.compute
@@ -21,16 +21,10 @@
#pragma kernel CS
#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_REPROJECT_USE_LANCZOS_TYPE
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_HDR_COLOR_INPUT
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_APPLY_SHARPENING
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_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
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute b/Assets/Shaders/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute
index 383c239..952c052 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute
+++ b/Assets/Shaders/FSR3/ffx_fsr3upscaler_tcr_autogen_pass.compute
@@ -21,12 +21,10 @@
#pragma kernel CS
#pragma multi_compile_local __ FFX_HALF
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_LOW_RESOLUTION_MOTION_VECTORS
#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_JITTERED_MOTION_VECTORS
-#pragma multi_compile_local __ FFX_FSR3UPSCALER_OPTION_INVERTED_DEPTH
-#pragma multi_compile_local __ UNITY_FSR3UPSCALER_HDRP
+#pragma multi_compile __ UNITY_FSR_TEXTURE2D_X_ARRAY
-#include "ffx_fsr3upscaler_unity_common.cginc"
+#include "ffx_fsr_unity_common.cginc"
#include "shaders/ffx_fsr3upscaler_tcr_autogen_pass.hlsl"
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_unity_common.cginc b/Assets/Shaders/FSR3/ffx_fsr_unity_common.cginc
similarity index 60%
rename from Assets/Shaders/FSR3/ffx_fsr3upscaler_unity_common.cginc
rename to Assets/Shaders/FSR3/ffx_fsr_unity_common.cginc
index 3875e6f..b1bcb5c 100644
--- a/Assets/Shaders/FSR3/ffx_fsr3upscaler_unity_common.cginc
+++ b/Assets/Shaders/FSR3/ffx_fsr_unity_common.cginc
@@ -1,4 +1,4 @@
-// Copyright (c) 2023 Nico de Poel
+// Copyright (c) 2024 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
@@ -46,39 +46,37 @@
#endif
// Workaround for HDRP using texture arrays for its camera buffers on some platforms
-// The below defines are copied from: Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl
-#if defined(UNITY_FSR3UPSCALER_HDRP)
- // Must be in sync with C# with property useTexArray in TextureXR.cs
- #if ((defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN)
- #define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED
- #endif
-
- // Control if TEXTURE2D_X macros will expand to texture arrays
- #if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && !defined(DISABLE_TEXTURE2D_X_ARRAY)
- #define USE_TEXTURE2D_X_AS_ARRAY
- #endif
+// The below defines are adapted from: Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl
+#if ((defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12)) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE)) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN)
+ #define UNITY_TEXTURE2D_X_ARRAY_SUPPORTED
+#endif
- // Early defines for single-pass instancing
- #if defined(STEREO_INSTANCING_ON) && defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED)
- #define UNITY_STEREO_INSTANCING_ENABLED
- #endif
+// Control if TEXTURE2D_X macros will expand to texture arrays
+#if defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED) && defined(UNITY_FSR_TEXTURE2D_X_ARRAY)
+ #define USE_TEXTURE2D_X_AS_ARRAY
+#endif
- // Helper macros to handle XR single-pass with Texture2DArray
- #if defined(USE_TEXTURE2D_X_AS_ARRAY)
+// Early defines for single-pass instancing
+#if defined(STEREO_INSTANCING_ON) && defined(UNITY_TEXTURE2D_X_ARRAY_SUPPORTED)
+ #define UNITY_STEREO_INSTANCING_ENABLED
+#endif
- // Only single-pass stereo instancing used array indexing
- #if defined(UNITY_STEREO_INSTANCING_ENABLED)
- #define SLICE_ARRAY_INDEX unity_StereoEyeIndex
- #else
- #define SLICE_ARRAY_INDEX 0
- #endif
+// Helper macros to handle XR single-pass with Texture2DArray
+#if defined(USE_TEXTURE2D_X_AS_ARRAY)
- // Declare and sample camera buffers as texture arrays
- #define UNITY_FSR3_TEX2D(type) Texture2DArray
- #define UNITY_FSR3_RWTEX2D(type) RWTexture2DArray
- #define UNITY_FSR3_POS(pxPos) FfxUInt32x3(pxPos, SLICE_ARRAY_INDEX)
- #define UNITY_FSR3_UV(uv) FfxFloat32x3(uv, SLICE_ARRAY_INDEX)
- #define UNITY_FSR3_GETDIMS(tex, w, h) { FfxUInt32 uElements; (tex).GetDimensions((w), (h), uElements); }
-
+ // Only single-pass stereo instancing used array indexing
+ #if defined(UNITY_STEREO_INSTANCING_ENABLED)
+ static uint unity_StereoEyeIndex;
+ #define SLICE_ARRAY_INDEX unity_StereoEyeIndex
+ #else
+ #define SLICE_ARRAY_INDEX 0
#endif
+
+ // Declare and sample camera buffers as texture arrays
+ #define UNITY_FSR_TEX2D(type) Texture2DArray
+ #define UNITY_FSR_RWTEX2D(type) RWTexture2DArray
+ #define UNITY_FSR_POS(pxPos) FfxUInt32x3(pxPos, SLICE_ARRAY_INDEX)
+ #define UNITY_FSR_UV(uv) FfxFloat32x3(uv, SLICE_ARRAY_INDEX)
+ #define UNITY_FSR_GETDIMS(tex, w, h) { FfxUInt32 uElements; (tex).GetDimensions((w), (h), uElements); }
+
#endif
diff --git a/Assets/Shaders/FSR3/ffx_fsr3upscaler_unity_common.cginc.meta b/Assets/Shaders/FSR3/ffx_fsr_unity_common.cginc.meta
similarity index 100%
rename from Assets/Shaders/FSR3/ffx_fsr3upscaler_unity_common.cginc.meta
rename to Assets/Shaders/FSR3/ffx_fsr_unity_common.cginc.meta
diff --git a/Assets/Shaders/FSR3/shaders.meta b/Assets/Shaders/FSR3/shaders.meta
index 8a4ff2b..8e1a170 100644
--- a/Assets/Shaders/FSR3/shaders.meta
+++ b/Assets/Shaders/FSR3/shaders.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 8364d4f86c613ec4d999d062f5f773b8
+guid: c3f8af1cab72f0e46acba11c5820d923
folderAsset: yes
DefaultImporter:
externalObjects: {}
diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h b/Assets/Shaders/FSR3/shaders/ffx_common_types.h
similarity index 100%
rename from Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_common_types.h
rename to Assets/Shaders/FSR3/shaders/ffx_common_types.h
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index c55f004..0eb056a 100644
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similarity index 100%
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#ifdef __hlsl_dx_compiler
#pragma dxc diagnostic pop
#endif //__hlsl_dx_compiler
@@ -320,20 +320,20 @@ FfxUInt32x2 SPD_RenderSize()
#endif // #if defined(FSR3UPSCALER_BIND_CB_SPD)
// Declare and sample camera buffers as regular textures, unless overridden
-#if !defined(UNITY_FSR3_TEX2D)
-#define UNITY_FSR3_TEX2D(type) Texture2D
+#if !defined(UNITY_FSR_TEX2D)
+#define UNITY_FSR_TEX2D(type) Texture2D
#endif
-#if !defined(UNITY_FSR3_RWTEX2D)
-#define UNITY_FSR3_RWTEX2D(type) RWTexture2D
+#if !defined(UNITY_FSR_RWTEX2D)
+#define UNITY_FSR_RWTEX2D(type) RWTexture2D
#endif
-#if !defined(UNITY_FSR3_POS)
-#define UNITY_FSR3_POS(pxPos) (pxPos)
+#if !defined(UNITY_FSR_POS)
+#define UNITY_FSR_POS(pxPos) (pxPos)
#endif
-#if !defined(UNITY_FSR3_UV)
-#define UNITY_FSR3_UV(uv) (uv)
+#if !defined(UNITY_FSR_UV)
+#define UNITY_FSR_UV(uv) (uv)
#endif
-#if !defined(UNITY_FSR3_GETDIMS)
-#define UNITY_FSR3_GETDIMS(tex, w, h) (tex).GetDimensions((w), (h))
+#if !defined(UNITY_FSR_GETDIMS)
+#define UNITY_FSR_GETDIMS(tex, w, h) (tex).GetDimensions((w), (h))
#endif
SamplerState s_PointClamp : register(s0);
@@ -359,85 +359,85 @@ FfxFloat32x2 SampleSPDMipLevel(FfxFloat32x2 fUV, FfxUInt32 mipLevel)
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_DEPTH)
-UNITY_FSR3_TEX2D(FfxFloat32) r_input_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_DEPTH);
+UNITY_FSR_TEX2D(FfxFloat32) r_input_depth : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_DEPTH);
FfxFloat32 LoadInputDepth(FfxUInt32x2 iPxPos)
{
- return r_input_depth[UNITY_FSR3_POS(iPxPos)];
+ return r_input_depth[UNITY_FSR_POS(iPxPos)];
}
FfxFloat32 SampleInputDepth(FfxFloat32x2 fUV)
{
- return r_input_depth.SampleLevel(s_LinearClamp, UNITY_FSR3_UV(fUV), 0).x;
+ return r_input_depth.SampleLevel(s_LinearClamp, UNITY_FSR_UV(fUV), 0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK)
-UNITY_FSR3_TEX2D(FfxFloat32) r_reactive_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK);
+UNITY_FSR_TEX2D(FfxFloat32) r_reactive_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_REACTIVE_MASK);
FfxFloat32 LoadReactiveMask(FfxUInt32x2 iPxPos)
{
- return r_reactive_mask[UNITY_FSR3_POS(iPxPos)];
+ return r_reactive_mask[UNITY_FSR_POS(iPxPos)];
}
FfxInt32x2 GetReactiveMaskResourceDimensions()
{
FfxUInt32 uWidth;
FfxUInt32 uHeight;
- UNITY_FSR3_GETDIMS(r_reactive_mask, uWidth, uHeight);
+ UNITY_FSR_GETDIMS(r_reactive_mask, uWidth, uHeight);
return FfxInt32x2(uWidth, uHeight);
}
FfxFloat32 SampleReactiveMask(FfxFloat32x2 fUV)
{
- return r_reactive_mask.SampleLevel(s_LinearClamp, UNITY_FSR3_UV(fUV), 0).x;
+ return r_reactive_mask.SampleLevel(s_LinearClamp, UNITY_FSR_UV(fUV), 0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK)
-UNITY_FSR3_TEX2D(FfxFloat32) r_transparency_and_composition_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK);
+UNITY_FSR_TEX2D(FfxFloat32) r_transparency_and_composition_mask : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK);
FfxFloat32 LoadTransparencyAndCompositionMask(FfxUInt32x2 iPxPos)
{
- return r_transparency_and_composition_mask[UNITY_FSR3_POS(iPxPos)];
+ return r_transparency_and_composition_mask[UNITY_FSR_POS(iPxPos)];
}
FfxInt32x2 GetTransparencyAndCompositionMaskResourceDimensions()
{
FfxUInt32 uWidth;
FfxUInt32 uHeight;
- UNITY_FSR3_GETDIMS(r_transparency_and_composition_mask, uWidth, uHeight);
+ UNITY_FSR_GETDIMS(r_transparency_and_composition_mask, uWidth, uHeight);
return FfxInt32x2(uWidth, uHeight);
}
FfxFloat32 SampleTransparencyAndCompositionMask(FfxFloat32x2 fUV)
{
- return r_transparency_and_composition_mask.SampleLevel(s_LinearClamp, UNITY_FSR3_UV(fUV), 0).x;
+ return r_transparency_and_composition_mask.SampleLevel(s_LinearClamp, UNITY_FSR_UV(fUV), 0).x;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_COLOR)
-UNITY_FSR3_TEX2D(FfxFloat32x4) r_input_color_jittered : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_COLOR);
+UNITY_FSR_TEX2D(FfxFloat32x4) r_input_color_jittered : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_COLOR);
FfxFloat32x3 LoadInputColor(FfxUInt32x2 iPxPos)
{
- return r_input_color_jittered[UNITY_FSR3_POS(iPxPos)].rgb;
+ return r_input_color_jittered[UNITY_FSR_POS(iPxPos)].rgb;
}
FfxFloat32x3 SampleInputColor(FfxFloat32x2 fUV)
{
- return r_input_color_jittered.SampleLevel(s_LinearClamp, UNITY_FSR3_UV(fUV), 0).rgb;
+ return r_input_color_jittered.SampleLevel(s_LinearClamp, UNITY_FSR_UV(fUV), 0).rgb;
}
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS)
-UNITY_FSR3_TEX2D(FfxFloat32x4) r_input_motion_vectors : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS);
+UNITY_FSR_TEX2D(FfxFloat32x4) r_input_motion_vectors : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_MOTION_VECTORS);
FfxFloat32x2 LoadInputMotionVector(FfxUInt32x2 iPxDilatedMotionVectorPos)
{
- FfxFloat32x2 fSrcMotionVector = r_input_motion_vectors[UNITY_FSR3_POS(iPxDilatedMotionVectorPos)].xy;
+ FfxFloat32x2 fSrcMotionVector = r_input_motion_vectors[UNITY_FSR_POS(iPxDilatedMotionVectorPos)].xy;
FfxFloat32x2 fUvMotionVector = fSrcMotionVector * MotionVectorScale();
@@ -515,11 +515,11 @@ void StoreInternalColorAndWeight(FfxUInt32x2 iPxPos, FfxFloat32x4 fColorAndWeigh
#endif
#if defined(FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT)
-UNITY_FSR3_RWTEX2D(FfxFloat32x4) rw_upscaled_output : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT);
+UNITY_FSR_RWTEX2D(FfxFloat32x4) rw_upscaled_output : FFX_FSR3UPSCALER_DECLARE_UAV(FSR3UPSCALER_BIND_UAV_UPSCALED_OUTPUT);
void StoreUpscaledOutput(FfxUInt32x2 iPxPos, FfxFloat32x3 fColor)
{
- rw_upscaled_output[UNITY_FSR3_POS(iPxPos)] = FfxFloat32x4(fColor, 1.f);
+ rw_upscaled_output[UNITY_FSR_POS(iPxPos)] = FfxFloat32x4(fColor, 1.f);
}
#endif
@@ -830,11 +830,11 @@ void StoreDilatedReactiveMasks(FFX_PARAMETER_IN FfxUInt32x2 iPxPos, FFX_PARAMETE
#endif
#if defined(FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY)
-UNITY_FSR3_TEX2D(FfxFloat32x4) r_input_opaque_only : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY);
+UNITY_FSR_TEX2D(FfxFloat32x4) r_input_opaque_only : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_INPUT_OPAQUE_ONLY);
FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos)
{
- return r_input_opaque_only[UNITY_FSR3_POS(iPxPos)].xyz;
+ return r_input_opaque_only[UNITY_FSR_POS(iPxPos)].xyz;
}
#endif
diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta
index 45df5b1..aca1bc0 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_callbacks_hlsl.h.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: ba849fdeb042e7f458c81408414db834
+guid: aef945ff764c453428c8c4759706228d
PluginImporter:
externalObjects: {}
serializedVersion: 2
@@ -7,7 +7,7 @@ PluginImporter:
executionOrder: {}
defineConstraints: []
isPreloaded: 0
- isOverridable: 0
+ isOverridable: 1
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
@@ -43,12 +43,6 @@ PluginImporter:
enabled: 0
settings:
CPU: None
- - first:
- Standalone: OSXUniversal
- second:
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- settings:
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- first:
Standalone: Win
second:
diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h.meta
index e6f94f2..c735997 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h.meta
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_common.h.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
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serializedVersion: 2
@@ -7,7 +7,7 @@ PluginImporter:
executionOrder: {}
defineConstraints: []
isPreloaded: 0
- isOverridable: 0
+ isOverridable: 1
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
@@ -43,12 +43,6 @@ PluginImporter:
enabled: 0
settings:
CPU: None
- - first:
- Standalone: OSXUniversal
- second:
- enabled: 0
- settings:
- CPU: None
- first:
Standalone: Win
second:
diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_debug_view.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_debug_view.h.meta
index d7d0d5e..3ec32db 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_debug_view.h.meta
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_debug_view.h.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
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PluginImporter:
externalObjects: {}
serializedVersion: 2
@@ -7,7 +7,7 @@ PluginImporter:
executionOrder: {}
defineConstraints: []
isPreloaded: 0
- isOverridable: 0
+ isOverridable: 1
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
@@ -37,6 +37,24 @@ PluginImporter:
enabled: 0
settings:
DefaultValueInitialized: true
+ - first:
+ Standalone: Linux64
+ second:
+ enabled: 0
+ settings:
+ CPU: None
+ - first:
+ Standalone: Win
+ second:
+ enabled: 0
+ settings:
+ CPU: None
+ - first:
+ Standalone: Win64
+ second:
+ enabled: 0
+ settings:
+ CPU: None
userData:
assetBundleName:
assetBundleVariant:
diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_instability.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_instability.h.meta
index 86e1392..7df8e8b 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_instability.h.meta
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_instability.h.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: ccf5158f46f46d040b6142a6c7cb1d75
+guid: c34dbb67d00358d4b9de0a9fb0e0ace2
PluginImporter:
externalObjects: {}
serializedVersion: 2
@@ -7,7 +7,7 @@ PluginImporter:
executionOrder: {}
defineConstraints: []
isPreloaded: 0
- isOverridable: 0
+ isOverridable: 1
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
@@ -37,6 +37,24 @@ PluginImporter:
enabled: 0
settings:
DefaultValueInitialized: true
+ - first:
+ Standalone: Linux64
+ second:
+ enabled: 0
+ settings:
+ CPU: None
+ - first:
+ Standalone: Win
+ second:
+ enabled: 0
+ settings:
+ CPU: None
+ - first:
+ Standalone: Win64
+ second:
+ enabled: 0
+ settings:
+ CPU: None
userData:
assetBundleName:
assetBundleVariant:
diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_pyramid.h b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_pyramid.h
index 41c5dc7..e8a8c49 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_pyramid.h
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_pyramid.h
@@ -168,7 +168,7 @@ FfxFloat16x4 SpdReduce4H(FfxFloat16x4 v0, FfxFloat16x4 v1, FfxFloat16x4 v2, FfxF
}
#endif
-#include "spd/ffx_spd.h"
+#include "../spd/ffx_spd.h"
void ComputeAutoExposure(FfxUInt32x3 WorkGroupId, FfxUInt32 LocalThreadIndex)
{
diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_pyramid.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_pyramid.h.meta
index c4ebba5..72f45f7 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_pyramid.h.meta
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_luma_pyramid.h.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
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+guid: 5138e351a00fc914f973d2495f9aa07f
PluginImporter:
externalObjects: {}
serializedVersion: 2
@@ -7,7 +7,7 @@ PluginImporter:
executionOrder: {}
defineConstraints: []
isPreloaded: 0
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+ isOverridable: 1
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
@@ -37,6 +37,24 @@ PluginImporter:
enabled: 0
settings:
DefaultValueInitialized: true
+ - first:
+ Standalone: Linux64
+ second:
+ enabled: 0
+ settings:
+ CPU: None
+ - first:
+ Standalone: Win
+ second:
+ enabled: 0
+ settings:
+ CPU: None
+ - first:
+ Standalone: Win64
+ second:
+ enabled: 0
+ settings:
+ CPU: None
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_prepare_inputs.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_prepare_inputs.h.meta
index c2abb99..9e7a5db 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_prepare_inputs.h.meta
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_prepare_inputs.h.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
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+guid: b08f1fd2bbf082242b930cb94652872c
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externalObjects: {}
serializedVersion: 2
@@ -7,7 +7,7 @@ PluginImporter:
executionOrder: {}
defineConstraints: []
isPreloaded: 0
- isOverridable: 0
+ isOverridable: 1
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
@@ -37,6 +37,24 @@ PluginImporter:
enabled: 0
settings:
DefaultValueInitialized: true
+ - first:
+ Standalone: Linux64
+ second:
+ enabled: 0
+ settings:
+ CPU: None
+ - first:
+ Standalone: Win
+ second:
+ enabled: 0
+ settings:
+ CPU: None
+ - first:
+ Standalone: Win64
+ second:
+ enabled: 0
+ settings:
+ CPU: None
userData:
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_prepare_reactivity.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_prepare_reactivity.h.meta
index a800ffe..46fcfc6 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_prepare_reactivity.h.meta
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_prepare_reactivity.h.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
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externalObjects: {}
serializedVersion: 2
@@ -7,7 +7,7 @@ PluginImporter:
executionOrder: {}
defineConstraints: []
isPreloaded: 0
- isOverridable: 0
+ isOverridable: 1
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
@@ -37,6 +37,24 @@ PluginImporter:
enabled: 0
settings:
DefaultValueInitialized: true
+ - first:
+ Standalone: Linux64
+ second:
+ enabled: 0
+ settings:
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+ - first:
+ Standalone: Win
+ second:
+ enabled: 0
+ settings:
+ CPU: None
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+ Standalone: Win64
+ second:
+ enabled: 0
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h
index af63e13..90a85b3 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h
@@ -23,7 +23,7 @@
#define GROUP_SIZE 8
#define FSR_RCAS_DENOISE 1
-#include "ffx_core.h"
+#include "../ffx_core.h"
void WriteUpscaledOutput(FFX_MIN16_U2 iPxHrPos, FfxFloat32x3 fUpscaledColor)
{
@@ -41,7 +41,7 @@ FfxFloat32x4 FsrRcasLoadF(FfxInt32x2 p)
}
void FsrRcasInputF(inout FfxFloat32 r, inout FfxFloat32 g, inout FfxFloat32 b) {}
-#include "fsr1/ffx_fsr1.h"
+#include "../fsr1/ffx_fsr1.h"
void CurrFilter(FFX_MIN16_U2 pos)
{
diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h.meta
index a93b33a..f21aeb7 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h.meta
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_rcas.h.meta
@@ -1,5 +1,5 @@
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serializedVersion: 2
@@ -7,7 +7,7 @@ PluginImporter:
executionOrder: {}
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+ isOverridable: 1
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@@ -43,12 +43,6 @@ PluginImporter:
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h.meta
index 67adb66..cb9c6d7 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h.meta
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_reproject.h.meta
@@ -1,5 +1,5 @@
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@@ -7,7 +7,7 @@ PluginImporter:
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@@ -43,12 +43,6 @@ PluginImporter:
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h.meta
index 22b8059..591d1d8 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_resources.h.meta
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_sample.h.meta
index 078b5a2..1e2fde8 100644
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_shading_change.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_shading_change.h.meta
index d0add84..b2c234a 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_shading_change.h.meta
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_shading_change_pyramid.h b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_shading_change_pyramid.h
index 083c8a9..651c5b3 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_shading_change_pyramid.h
+++ b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_shading_change_pyramid.h
@@ -275,7 +275,7 @@ FfxFloat16x4 SpdReduce4H(FfxFloat16x4 v0, FfxFloat16x4 v1, FfxFloat16x4 v2, FfxF
}
#endif
-#include "spd/ffx_spd.h"
+#include "../spd/ffx_spd.h"
void ComputeShadingChangePyramid(FfxUInt32x3 WorkGroupId, FfxUInt32 LocalThreadIndex)
{
diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_shading_change_pyramid.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_shading_change_pyramid.h.meta
index 52260bc..94175f1 100644
--- a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_shading_change_pyramid.h.meta
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_tcr_autogen.h.meta
index 8767e82..67b7d76 100644
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/ffx_fsr3upscaler_upsample.h.meta
index aaf0243..7dd7a51 100644
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/fsr1/ffx_fsr1.h.meta
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h.meta b/Assets/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h.meta
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/spd.meta b/Assets/Shaders/FSR3/shaders/spd.meta
similarity index 77%
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rename to Assets/Shaders/FSR3/shaders/spd.meta
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diff --git a/Assets/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h b/Assets/Shaders/FSR3/shaders/spd/ffx_spd.h
similarity index 100%
rename from Assets/Shaders/FSR3/shaders/fsr3upscaler/spd/ffx_spd.h
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