Browse Source

- Added Unity wrappers for all FSR2 compute shaders

- Experimented with alternate compilation options for RCAS shader
mac-autoexp
Nico de Poel 3 years ago
parent
commit
9b768e2c2f
  1. 6
      Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute
  2. 8
      Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute.meta
  3. 6
      Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute
  4. 8
      Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute.meta
  5. 7
      Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute
  6. 8
      Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute.meta
  7. 6
      Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute
  8. 8
      Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute.meta
  9. 6
      Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute
  10. 8
      Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute.meta
  11. 6
      Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute
  12. 8
      Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute.meta
  13. 4
      Assets/Resources/FSR2/ffx_fsr2_rcas_pass.compute
  14. 6
      Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute
  15. 8
      Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute.meta

6
Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute

@ -0,0 +1,6 @@
#pragma kernel CS
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#include "shaders/ffx_fsr2_accumulate_pass.hlsl"

8
Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 702560780e923c84394c9b22ba460a9c
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

6
Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute

@ -0,0 +1,6 @@
#pragma kernel CS
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#include "shaders/ffx_fsr2_autogen_reactive_pass.hlsl"

8
Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d18fb8811ca4753469c439784546104e
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

7
Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute

@ -0,0 +1,7 @@
#pragma kernel CS
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#define SPD_NO_WAVE_OPERATIONS // Wave operations require shader model 6.0
#include "shaders/ffx_fsr2_compute_luminance_pyramid_pass.hlsl"

8
Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0894ebeefb6aa7d4680c71dffbda3fee
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

6
Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute

@ -0,0 +1,6 @@
#pragma kernel CS
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#include "shaders/ffx_fsr2_depth_clip_pass.hlsl"

8
Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8026d9d8542eab6499c32d5d46beb2b6
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

6
Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute

@ -0,0 +1,6 @@
#pragma kernel CS
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#include "shaders/ffx_fsr2_lock_pass.hlsl"

8
Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 3c96d72b39a840c428c901628dab92c0
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

6
Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute

@ -0,0 +1,6 @@
#pragma kernel CS
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#include "shaders/ffx_fsr2_prepare_input_color_pass.hlsl"

8
Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b32b97eb4bc4e654c916f74ba1a939fc
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

4
Assets/Resources/FSR2/ffx_fsr2_rcas_pass.compute

@ -1,10 +1,10 @@
// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CS
#pragma kernel CS_HALF CS=CS_HALF FFX_HALF
#pragma kernel CS_HDR CS=CS_HDR FFX_FSR2_OPTION_HDR_COLOR_INPUT
// Some global defines are needed
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
//#define FFX_FSR2_OPTION_HDR_COLOR_INPUT // This ought to be supported in the long run
#include "shaders/ffx_fsr2_rcas_pass.hlsl"

6
Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute

@ -0,0 +1,6 @@
#pragma kernel CS
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#include "shaders/ffx_fsr2_reconstruct_previous_depth_pass.hlsl"

8
Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6ef1b4c25874e334dad5ba3ac6345e32
ComputeShaderImporter:
externalObjects: {}
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
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