#pragma kernel CS //#pragma multi_compile_local __ FFX_HALF // causes a hard-coded error message from the shader include ¯\_(ツ)_/¯ #pragma multi_compile_local __ FFX_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE #pragma multi_compile_local __ FFX_FSR2_OPTION_HDR_COLOR_INPUT #pragma multi_compile_local __ FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS #pragma multi_compile_local __ FFX_FSR2_OPTION_JITTERED_MOTION_VECTORS #pragma multi_compile_local __ FFX_FSR2_OPTION_INVERTED_DEPTH #pragma multi_compile_local __ FFX_FSR2_OPTION_APPLY_SHARPENING #include "ffx_fsr2_unity_common.h" // Wave operations require shader model 6.0; this can only be enabled when using DXC on D3D12 #if defined(UNITY_COMPILER_DXC) && defined(SHADER_API_D3D12) #pragma require WaveBasic // Required for WaveGetLaneIndex #pragma require WaveBallot // Required for WaveReadLaneAt #else #define SPD_NO_WAVE_OPERATIONS #endif #include "shaders/ffx_fsr2_compute_luminance_pyramid_pass.hlsl"