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Removed Native16Bit from the two compute shaders because Xbox Series does not like it. Seems fine for the fragment shader though, which is where it matters most.

armasr
Nico de Poel 11 months ago
parent
commit
4c6a7b7309
  1. 1
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_lock_modern.compute
  2. 1
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_luma_pyramid_modern.compute

1
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_lock_modern.compute

@ -1,7 +1,6 @@
#pragma kernel main
#pragma only_renderers d3d11 vulkan metal ps5 xboxseries
#pragma use_dxc
#pragma require Native16Bit
#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS

1
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_luma_pyramid_modern.compute

@ -1,7 +1,6 @@
#pragma kernel main
#pragma only_renderers d3d11 vulkan metal ps5 xboxseries
#pragma use_dxc
#pragma require Native16Bit
#pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS

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