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Added the remaining vertex/fragment shader passes and made the same modifications to get them to compile

asr-console
Nico de Poel 11 months ago
parent
commit
1551a3ccf8
  1. 1
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc
  2. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc.meta
  3. 73
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader
  4. 5
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_autogen_reactive_pass_fs.hlsl
  5. 6
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_depth_clip_pass_fs.hlsl
  6. 5
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_rcas_pass_fs.hlsl
  7. 5
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_reconstruct_previous_depth_pass_fs.hlsl
  8. 4
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_rcas.h

1
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc

@ -0,0 +1 @@


3
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc.meta

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6836bc2e151d44e0bd1991fd7bfaee30
timeCreated: 1742410813

73
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader

@ -4,7 +4,58 @@ Shader "TND/ASR/ffx_fsr2_fs"
{
Cull Off ZWrite Off ZTest Always
Pass
Pass // 0
{
Name "Auto-Generate Reactive Mask"
HLSLPROGRAM
#pragma vertex VertMain
#pragma fragment main
#pragma target 4.5
//#pragma enable_d3d11_debug_symbols
#include "ffxm_fsr2_common.cginc"
#include "shaders/ffxm_fsr2_vs.hlsl"
#include "shaders/ffxm_fsr2_autogen_reactive_pass_fs.hlsl"
ENDHLSL
}
Pass // 1
{
Name "Reconstruct Previous Depth"
HLSLPROGRAM
#pragma vertex VertMain
#pragma fragment main
#pragma target 4.5
//#pragma enable_d3d11_debug_symbols
#include "ffxm_fsr2_common.cginc"
#include "shaders/ffxm_fsr2_vs.hlsl"
#include "shaders/ffxm_fsr2_reconstruct_previous_depth_pass_fs.hlsl"
ENDHLSL
}
Pass // 2
{
Name "Depth Clip"
HLSLPROGRAM
#pragma vertex VertMain
#pragma fragment main
#pragma target 4.5
//#pragma enable_d3d11_debug_symbols
#include "ffxm_fsr2_common.cginc"
#include "shaders/ffxm_fsr2_vs.hlsl"
#include "shaders/ffxm_fsr2_depth_clip_pass_fs.hlsl"
ENDHLSL
}
Pass // 3
{
Name "Accumulate"
@ -12,12 +63,30 @@ Shader "TND/ASR/ffx_fsr2_fs"
#pragma vertex VertMain
#pragma fragment main
#pragma target 4.5
#pragma enable_d3d11_debug_symbols
//#pragma enable_d3d11_debug_symbols
#include "ffxm_fsr2_common.cginc"
#include "shaders/ffxm_fsr2_vs.hlsl"
#include "shaders/ffxm_fsr2_accumulate_pass_fs.hlsl"
ENDHLSL
}
Pass // 4
{
Name "Sharpen"
HLSLPROGRAM
#pragma vertex VertMain
#pragma fragment main
#pragma target 4.5
//#pragma enable_d3d11_debug_symbols
#include "ffxm_fsr2_common.cginc"
#include "shaders/ffxm_fsr2_vs.hlsl"
#include "shaders/ffxm_fsr2_rcas_pass_fs.hlsl"
ENDHLSL
}
}
}

5
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_autogen_reactive_pass_fs.hlsl

@ -44,11 +44,6 @@ struct GenReactiveMaskOutputs
FfxFloat32 fReactiveMask : SV_TARGET0;
};
struct VertexOut
{
float4 position : SV_POSITION;
};
GenReactiveMaskOutputs main(float4 SvPosition : SV_POSITION)
{
uint2 uPixelCoord = uint2(SvPosition.xy);

6
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_depth_clip_pass_fs.hlsl

@ -48,12 +48,6 @@
#include "fsr2/ffxm_fsr2_sample.h"
#include "fsr2/ffxm_fsr2_depth_clip.h"
struct VertexOut
{
float4 position : SV_POSITION;
};
struct DepthClipOutputsFS
{
FfxFloat32x2 fDilatedReactiveMasks : SV_TARGET0;

5
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_rcas_pass_fs.hlsl

@ -40,11 +40,6 @@
#include "fsr2/ffxm_fsr2_common.h"
#include "fsr2/ffxm_fsr2_rcas.h"
struct VertexOut
{
float4 position : SV_POSITION;
};
struct RCASOutputsFS
{
FfxFloat32x3 fUpscaledColor : SV_TARGET0;

5
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/ffxm_fsr2_reconstruct_previous_depth_pass_fs.hlsl

@ -44,11 +44,6 @@
#include "fsr2/ffxm_fsr2_sample.h"
#include "fsr2/ffxm_fsr2_reconstruct_dilated_velocity_and_previous_depth.h"
struct VertexOut
{
float4 position : SV_POSITION;
};
struct ReconstructPrevDepthOutputsFS
{
FfxFloat32 fDepth : SV_TARGET0;

4
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_rcas.h

@ -22,7 +22,7 @@
#define GROUP_SIZE 8
#define FSR_RCAS_DENOISE 1
#include "./ffxm_core.h"
#include "../ffxm_core.h"
struct RCASOutputs
{
@ -61,7 +61,7 @@ FfxFloat32x4 FsrRcasLoadF(FfxInt32x2 p)
void FsrRcasInputF(inout FfxFloat32 r, inout FfxFloat32 g, inout FfxFloat32 b) {}
#endif
#include "./fsr1/ffxm_fsr1.h"
#include "../fsr1/ffxm_fsr1.h"
void CurrFilter(FFXM_MIN16_U2 pos, FFXM_PARAMETER_INOUT RCASOutputs results)
{

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