34 Commits (ff879b658de92d928db0c17a78acbfeaaf1bd35b)

Author SHA1 Message Date
Nico de Poel 20a6d4a057 Removed unnecessary HDRP keyword from two shaders 3 years ago
Nico de Poel 26cb485c30 Also use HDRP texture array workaround for opaque-only color input buffer 3 years ago
Nico de Poel 501b1b0638 Added workaround for HDRP using texture arrays for its camera buffers on some platforms 3 years ago
Nico de Poel 653b427c37 Commented out all experimental DXC-related pragmas, as these could sometimes cause shader compilation issues even when not enabled. 3 years ago
Nico de Poel ef20869c48 Added support for experimental auto-TCR generation pass 3 years ago
Nico de Poel a2d670d0f8 Added a dummy field to the main FSR2 constant buffer, to make it exactly 128 bytes long. This fixes a data alignment issue on iOS Metal. 3 years ago
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 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