FSR2 tests in Unity based on built-in render pipeline
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#define FFX_GPU // Compiling for GPU
#define FFX_HLSL // Compile for plain HLSL
// Use the DXC shader compiler on modern graphics APIs to enable a few advanced features
#if defined(SHADER_API_D3D12) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL)
//#pragma use_dxc // Using DXC will currently break DX11 support since DX11 and DX12 share the same shader bytecode in Unity. Disabling this by default... *sigh*
#endif
// Enable half precision data types on platforms that support it
#if defined(UNITY_COMPILER_DXC) && defined(FFX_HALF)
#pragma require Native16Bit
#endif
// Hack to work around the lack of texture atomics on Metal
#if defined(SHADER_API_METAL)
#define InterlockedAdd(dest, val, orig) { (orig) = (dest); (dest) += (val); }
#define InterlockedMin(dest, val) { (dest) = min((dest), (val)); }
#define InterlockedMax(dest, val) { (dest) = max((dest), (val)); }
#endif