diff --git a/Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute b/Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute new file mode 100644 index 0000000..357dc0b --- /dev/null +++ b/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" diff --git a/Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute.meta b/Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute.meta new file mode 100644 index 0000000..3864379 --- /dev/null +++ b/Assets/Resources/FSR2/ffx_fsr2_accumulate_pass.compute.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 702560780e923c84394c9b22ba460a9c +ComputeShaderImporter: + externalObjects: {} + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute b/Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute new file mode 100644 index 0000000..ede8552 --- /dev/null +++ b/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" diff --git a/Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute.meta b/Assets/Resources/FSR2/ffx_fsr2_autogen_reactive_pass.compute.meta new file mode 100644 index 0000000..19d1df3 --- /dev/null +++ b/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: diff --git a/Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute b/Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute new file mode 100644 index 0000000..2cdf974 --- /dev/null +++ b/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" diff --git a/Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute.meta b/Assets/Resources/FSR2/ffx_fsr2_compute_luminance_pyramid_pass.compute.meta new file mode 100644 index 0000000..49033cb --- /dev/null +++ b/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: diff --git a/Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute b/Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute new file mode 100644 index 0000000..ec2ba09 --- /dev/null +++ b/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" diff --git a/Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute.meta b/Assets/Resources/FSR2/ffx_fsr2_depth_clip_pass.compute.meta new file mode 100644 index 0000000..26fb9ba --- /dev/null +++ b/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: diff --git a/Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute b/Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute new file mode 100644 index 0000000..b70a8de --- /dev/null +++ b/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" diff --git a/Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute.meta b/Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute.meta new file mode 100644 index 0000000..a197b49 --- /dev/null +++ b/Assets/Resources/FSR2/ffx_fsr2_lock_pass.compute.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3c96d72b39a840c428c901628dab92c0 +ComputeShaderImporter: + externalObjects: {} + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute b/Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute new file mode 100644 index 0000000..f18a36e --- /dev/null +++ b/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" diff --git a/Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute.meta b/Assets/Resources/FSR2/ffx_fsr2_prepare_input_color_pass.compute.meta new file mode 100644 index 0000000..898c94f --- /dev/null +++ b/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: diff --git a/Assets/Resources/FSR2/ffx_fsr2_rcas_pass.compute b/Assets/Resources/FSR2/ffx_fsr2_rcas_pass.compute index 68fc166..ec95368 100644 --- a/Assets/Resources/FSR2/ffx_fsr2_rcas_pass.compute +++ b/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" diff --git a/Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute b/Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute new file mode 100644 index 0000000..fb5c941 --- /dev/null +++ b/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" diff --git a/Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute.meta b/Assets/Resources/FSR2/ffx_fsr2_reconstruct_previous_depth_pass.compute.meta new file mode 100644 index 0000000..6396b86 --- /dev/null +++ b/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: