Nico de Poel
4ad9853a05
- Moved ResourceView into its own source file.
- Using texture arrays is now a boolean flag that can be set on dispatch, removing the need for HDRP-specific checks inside the FSR3 code and shaders.
- Debug view shader is no longer conditionally included.
- Reduced the number of multi-compile variants by removing unused keywords for each shader.
- Optimized temporary RT use; two resources can reuse the same generic intermediate temp RT.
- Reorganized some of the shader code to work nicer with the rest of the FidelityFX SDK sources.
2 years ago
Nico de Poel
428aaa20a7
Implemented macros for SRV/UAV resource definitions that need to support texture arrays in HDRP
2 years ago
Nico de Poel
e8f69d6030
Small bits
2 years ago
Nico de Poel
3a65d37c41
Implemented debug view pass
2 years ago
Nico de Poel
386df536e9
Once again disabled native plugin settings for all header include files
2 years ago
Nico de Poel
befab81785
Added all multi_compile variants to all (new) shader passes. We'll have to figure out later which permutations are actually necessary per shader.
2 years ago
Nico de Poel
e61198fe01
Readded type definitions for Unity HDRP and/or PSSL support.
2 years ago
Nico de Poel
16af3cada0
Fixed compiler warnings in shading change pyramid shader
2 years ago
Nico de Poel
d32afe5f90
Added shading change and shading change pyramid passes. All FSR 3.1 shader passes are now compiling.
2 years ago
Nico de Poel
9d99cb157a
Fixes for TCR auto-gen pass
2 years ago
Nico de Poel
83304de177
Removed unnecessary GLSL file
2 years ago
Nico de Poel
c6912f3ffa
Fixes for prepare inputs, prepare reactivity and luma instability passes.
2 years ago
Nico de Poel
a5a2c8784d
Fixes for luminance pyramid pass and gen reactive pass
2 years ago
Nico de Poel
0ab4f99e13
Fixes for accumulate pass
2 years ago
Nico de Poel
c7c640565b
First import of new FSR 3.1 shader sources. Does not compile yet.
2 years ago
Nico de Poel
e0cfed7f99
Prevent Unity from treating FFX shader include headers as native plugin code.
2 years ago
Nico de Poel
72f2aa9da2
HDRP-ified input reactive and T&C masks, which is necessary to make them work inside of HDRP's current upscaling framework
2 years ago
Nico de Poel
69edeb8962
RCAS shader needs an HDRP switch as well, now that the final output image can be a texture array too.
2 years ago
Nico de Poel
cd8bc8ddba
Removed empty parantheses from macro definition, as it breaks the Unity 2020.1 shader compiler.
2 years ago
Nico de Poel
8e879726d7
Split the FSR3 shaders aggregate class from the scriptable object part. This allows the shader references to be serialized as a single asset still, but also for them to be embedded inline inside of a different scriptable object (for PPV2)
2 years ago
Nico de Poel
d3d608c95e
Moved shaders from Resources to a regular Shaders folder, discouraging the use of always-included Resources for non-trivial assets.
2 years ago