FSR2 tests in Unity based on built-in render pipeline
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Nico de Poel
05142da9ad
Renamed Fsr2Controller to Fsr2ImageEffect, to make its purpose more clear.
This is "only" a classic OnRenderImage effect, made to run as the final pass and to output directly to the backbuffer.
|
3 years ago |
| .. |
|
shaders
|
Fixed a stupid typo that broke type definitions on desktop platforms
|
3 years ago |
|
ffx_fsr2_accumulate_pass.compute
|
Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
|
3 years ago |
|
ffx_fsr2_accumulate_pass.compute.meta
|
- Added Unity wrappers for all FSR2 compute shaders
|
3 years ago |
|
ffx_fsr2_autogen_reactive_pass.compute
|
Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
|
3 years ago |
|
ffx_fsr2_autogen_reactive_pass.compute.meta
|
- Added Unity wrappers for all FSR2 compute shaders
|
3 years ago |
|
ffx_fsr2_compute_luminance_pyramid_pass.compute
|
Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
|
3 years ago |
|
ffx_fsr2_compute_luminance_pyramid_pass.compute.meta
|
- Added Unity wrappers for all FSR2 compute shaders
|
3 years ago |
|
ffx_fsr2_depth_clip_pass.compute
|
Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
|
3 years ago |
|
ffx_fsr2_depth_clip_pass.compute.meta
|
- Added Unity wrappers for all FSR2 compute shaders
|
3 years ago |
|
ffx_fsr2_lock_pass.compute
|
Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
|
3 years ago |
|
ffx_fsr2_lock_pass.compute.meta
|
- Added Unity wrappers for all FSR2 compute shaders
|
3 years ago |
|
ffx_fsr2_rcas_pass.compute
|
Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
|
3 years ago |
|
ffx_fsr2_rcas_pass.compute.meta
|
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 |
|
ffx_fsr2_reconstruct_previous_depth_pass.compute
|
Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
|
3 years ago |
|
ffx_fsr2_reconstruct_previous_depth_pass.compute.meta
|
- Added Unity wrappers for all FSR2 compute shaders
|
3 years ago |
|
ffx_fsr2_unity_common.h
|
Disable DXC shader compiler by default because enabling it for DX12 will inevitably break DX11 support.
|
3 years ago |
|
ffx_fsr2_unity_common.h.meta
|
Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
|
3 years ago |
|
shaders.meta
|
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 |