33 Commits (6f422fb35dbd73e30f5a085960578de3a5591ce5)

Author SHA1 Message Date
Nico de Poel e0027ed77a Added MIT license header to every source file, similar to the FFX FSR2 codebase 3 years ago
Nico de Poel b190b2993c Suppress a few common but harmless warnings in FFX's HLSL code. 3 years ago
Nico de Poel 06a2658080 More renaming 3 years ago
Nico de Poel e78920a89c Disable DXC shader compiler by default because enabling it for DX12 will inevitably break DX11 support. 3 years ago
Nico de Poel f429de28fb Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible. 3 years ago
Nico de Poel 54849cee0f Use RenderTargetIdentifier magic to bind UAV outputs to SRV inputs, making obsolete the monkey patching of shaders. 3 years ago
Nico de Poel 0e4f344166 Fixed a stupid typo that broke type definitions on desktop platforms 3 years ago
Nico de Poel d3a7dbf45c Redid the type definitions for PS4/5, true 16-bit types should now be supported 3 years ago
Nico de Poel b15e828e2c Don't use global_memory on PS4/5 I guess since it breaks everything 3 years ago
Nico de Poel 76f82751ae Removed #extension directives which are meant only for GLSL and which caused compiler warnings in Unity 3 years ago
Nico de Poel 9733de7067 Added some quick hacks to allow the shaders to compile for Metal. 3 years ago
Nico de Poel 882075862f Moved PSSL type definitions up, so that they apply both when FFX_HALF is defined and when not. This allows the shaders to compile for PS4/5 in both modes. 3 years ago
Nico de Poel fbb3080696 Redefine HLSL globallycoherent as PSSL global_memory. The shader compiler seems to like it, and as far as I can tell it should serve the same purpose. 3 years ago
Nico de Poel e624b61ea5 Removed all of the TCR auto-generation stuff, as I have no intention of actually supporting this anytime soon 3 years ago
Nico de Poel 13eb24289e Initial implementation of accumulation pass. It's doing... something but it's definitely not correct yet. 3 years ago
Nico de Poel 56da810b50 Implemented lock pass 3 years ago
Nico de Poel 4801535236 Removed shader that was made obsolete as part of FSR 2.2 3 years ago
Nico de Poel 934a3d60fa Implemented depth clip pass. Solved the problem of UAV/SRV name mismatch by monkey-patching the relevant shaders. Added default reactive mask. 3 years ago
Nico de Poel 2f5eaf48ba Bit of cleanup and moving stuff around 3 years ago
Nico de Poel 834c396321 Color, depth and motion vectors are now provided as regular texture inputs to the compute shaders, by blitting them from the game camera ahead of time. 3 years ago
Nico de Poel ee13551bb7 Removed GLSL shader files as we don't actually use those, and to reduce clutter. 3 years ago
Nico de Poel 9489a19cd8 Progress on managing resources. Compute luminance pyramid shader is starting to do something. 3 years ago
Nico de Poel 913c5879fa Started work on luminance pyramid and acculumate pipelines. 3 years ago
Nico de Poel b89de25b10 Tweaks to make the FSR2 shaders compile on PS4/5 platforms. 3 years ago
Nico de Poel a64795dd4f Added Unity compute shader for the new experimental Transparency/Composition/Reactive auto-generation feature from FSR 2.2 3 years ago
Nico de Poel a6abcbb788 Fixed a couple of issues in the FSR 2.2 shader sources 3 years ago
Nico de Poel 38a2164a52 Updated shader sources to FSR 2.2 3 years ago
Nico de Poel 447ae35772 - Added SPD constants buffer used by luminance pass 3 years ago
Nico de Poel 9b768e2c2f - Added Unity wrappers for all FSR2 compute shaders 3 years ago
Nico de Poel 8b5395acd8 Reorganized shader files: FSR2 shaders are now copied directly into the project without alterations, Unity wrappers are located in an FSR2 folder. 3 years ago
Nico de Poel 79d8aa49b6 - Implemented main FSR2 constants buffer, which now supplies the pre-exposure value to the RCAS shader. 3 years ago
Nico de Poel b5f324eb25 - Simplified Unity RCAS shader to basically just a few defines and a direct import of the original FSR2 shader code. 3 years ago
Nico de Poel 0bdc75ff08 First import of Unity FSR2 test project on built-in render pipeline: 3 years ago