diff --git a/Assets/Scripts/Fsr2.cs b/Assets/Scripts/Fsr2.cs
index fd995fe..7821f12 100644
--- a/Assets/Scripts/Fsr2.cs
+++ b/Assets/Scripts/Fsr2.cs
@@ -5,6 +5,9 @@ using UnityEngine.Rendering;
namespace FidelityFX
{
+ ///
+ /// A collection of helper functions and data structures required by the FSR2 process.
+ ///
public static class Fsr2
{
// Allow overriding of certain Unity resource management behaviors by the programmer
diff --git a/Assets/Scripts/Fsr2Callbacks.cs b/Assets/Scripts/Fsr2Callbacks.cs
index a00938b..70bb61e 100644
--- a/Assets/Scripts/Fsr2Callbacks.cs
+++ b/Assets/Scripts/Fsr2Callbacks.cs
@@ -2,6 +2,10 @@
namespace FidelityFX
{
+ ///
+ /// A collection of callbacks required by the FSR2 process.
+ /// This allows some customization by the game dev on how to integrate FSR2 into their own game setup.
+ ///
public class Fsr2Callbacks
{
public virtual void Message(Fsr2.MessageType type, string message)
diff --git a/Assets/Scripts/Fsr2Context.cs b/Assets/Scripts/Fsr2Context.cs
index 476560c..30d626d 100644
--- a/Assets/Scripts/Fsr2Context.cs
+++ b/Assets/Scripts/Fsr2Context.cs
@@ -6,6 +6,12 @@ using UnityEngine.Rendering;
namespace FidelityFX
{
+ ///
+ /// This class loosely matches the FfxFsr2Context struct from the original FSR2 codebase.
+ /// It manages the various resources and compute passes required by the FSR2 process.
+ /// Note that this class does not know anything about Unity render pipelines; all it knows is CommandBuffers and RenderTargetIdentifiers.
+ /// This should make it suitable for integration with any of the available Unity render pipelines.
+ ///
public class Fsr2Context
{
private const int MaxQueuedFrames = 16;
diff --git a/Assets/Scripts/Fsr2Controller.cs b/Assets/Scripts/Fsr2Controller.cs
index 54ab307..d2685f9 100644
--- a/Assets/Scripts/Fsr2Controller.cs
+++ b/Assets/Scripts/Fsr2Controller.cs
@@ -8,7 +8,7 @@ namespace FidelityFX
///
/// This class is responsible for hooking into various Unity events and translating them to the FSR2 subsystem.
/// This includes creation and destruction of the FSR2 context, as well as dispatching commands at the right time.
- /// This class also exposes various FSR2 parameters to the Unity inspector.
+ /// This component also exposes various FSR2 parameters to the Unity inspector.
///
[RequireComponent(typeof(Camera))]
public class Fsr2Controller : MonoBehaviour
diff --git a/Assets/Scripts/Fsr2Pipeline.cs b/Assets/Scripts/Fsr2Pipeline.cs
index c40343f..147b5a9 100644
--- a/Assets/Scripts/Fsr2Pipeline.cs
+++ b/Assets/Scripts/Fsr2Pipeline.cs
@@ -6,6 +6,11 @@ using UnityEngine.Rendering;
namespace FidelityFX
{
+ ///
+ /// Base class for all of the compute passes that make up the FSR2 process.
+ /// This loosely matches the FfxPipelineState struct from the original FSR2 codebase, wrapped in an object-oriented blanket.
+ /// These classes are responsible for loading compute shaders, managing temporary resources, binding resources to shader kernels and dispatching said shaders.
+ ///
internal abstract class Fsr2Pipeline: IDisposable
{
internal const int ShadingChangeMipLevel = 4; // This matches the FFX_FSR2_SHADING_CHANGE_MIP_LEVEL define
diff --git a/Assets/Scripts/Fsr2Resources.cs b/Assets/Scripts/Fsr2Resources.cs
index 47fe871..18bcd8e 100644
--- a/Assets/Scripts/Fsr2Resources.cs
+++ b/Assets/Scripts/Fsr2Resources.cs
@@ -4,6 +4,10 @@ using UnityEngine.Experimental.Rendering;
namespace FidelityFX
{
+ ///
+ /// Helper class for bundling and managing persistent resources required by the FSR2 process.
+ /// This includes lookup tables, default fallback resources and double-buffered resources that get swapped between frames.
+ ///
internal class Fsr2Resources
{
public Texture2D DefaultExposure;