#pragma kernel CS #pragma multi_compile_local __ FFX_HALF #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 #define FFX_GPU // Compiling for GPU #define FFX_HLSL // Compile for plain HLSL // Monkey-patch SRV names to match the UAV names from the shaders that output them #define r_reconstructed_previous_nearest_depth rw_reconstructed_previous_nearest_depth #define r_dilatedDepth rw_dilatedDepth #include "shaders/ffx_fsr2_depth_clip_pass.hlsl"