FSR2 tests in Unity based on built-in render pipeline
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#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
#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
#define SPD_NO_WAVE_OPERATIONS // Wave operations require shader model 6.0; this works with #pragma use_dxc but only on D3D12
#if SHADER_API_METAL
#define InterlockedAdd(dest, val, orig) { (orig) = (dest); (dest) += (val); }
#endif
#include "shaders/ffx_fsr2_compute_luminance_pyramid_pass.hlsl"