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Started work on luminance pyramid and acculumate pipelines.
Started work on luminance pyramid and acculumate pipelines.
Added keywords for customization options to the compute shaders using multi_compile_local.mac-autoexp
11 changed files with 191 additions and 43 deletions
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8Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute
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9Assets/Resources/FSR2/ffx_fsr2_rcas_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute
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8Assets/Resources/FSR2/ffx_fsr2_tcr_autogen_pass.compute
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64Assets/Scripts/Fsr2Context.cs
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97Assets/Scripts/Fsr2Pipeline.cs
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#pragma kernel CS |
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_APPLY_SHARPENING |
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#define FFX_GPU // Compiling for GPU |
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#define FFX_HLSL // Compile for plain HLSL |
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#pragma kernel CS |
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_APPLY_SHARPENING |
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#define FFX_GPU // Compiling for GPU |
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#define FFX_HLSL // Compile for plain HLSL |
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#pragma kernel CS |
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_APPLY_SHARPENING |
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#define FFX_GPU // Compiling for GPU |
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#define FFX_HLSL // Compile for plain HLSL |
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#pragma kernel CS |
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_APPLY_SHARPENING |
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#define FFX_GPU // Compiling for GPU |
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#define FFX_HLSL // Compile for plain HLSL |
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#pragma kernel CS |
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_APPLY_SHARPENING |
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#define FFX_GPU // Compiling for GPU |
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#define FFX_HLSL // Compile for plain HLSL |
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#pragma kernel CS |
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_APPLY_SHARPENING |
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#define FFX_GPU // Compiling for GPU |
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#define FFX_HLSL // Compile for plain HLSL |
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#pragma kernel CS |
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#pragma multi_compile_local __ FFX_HALF |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH |
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#pragma multi_compile_local __ FFX_FSR2_OPTION_APPLY_SHARPENING |
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#define FFX_GPU // Compiling for GPU |
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#define FFX_HLSL // Compile for plain HLSL |
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