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Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks.
Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks.
This gives more control to the application about how shaders are loaded/unloaded, and it fits in much more nicely with PPV2's resources.fsr3
9 changed files with 116 additions and 116 deletions
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26Packages/com.unity.postprocessing@3.2.2/PostProcessing/PostProcessResources.asset
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23Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs
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4Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/FSR3/Fsr3Upscaler.cs
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13Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/FSR3/Fsr3UpscalerCallbacks.cs
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8Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/FSR3/Fsr3UpscalerContext.cs
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64Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/FSR3/Fsr3UpscalerPass.cs
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60Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/FSR3/Fsr3UpscalerShaders.cs
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11Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/FSR3/Fsr3UpscalerShaders.cs.meta
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23Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/PostProcessResources.cs
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using System; |
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using UnityEngine; |
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namespace FidelityFX |
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{ |
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/// <summary>
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/// All the compute shaders used by the FidelityFX Super Resolution 3 (FSR3) Upscaler.
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/// </summary>
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[Serializable] |
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public class Fsr3UpscalerShaders |
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{ |
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/// <summary>
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/// The compute shader used by the luminance pyramid computation pass.
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/// </summary>
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public ComputeShader computeLuminancePyramidPass; |
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/// <summary>
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/// The compute shader used by the previous depth reconstruction pass.
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/// </summary>
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public ComputeShader reconstructPreviousDepthPass; |
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/// <summary>
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/// The compute shader used by the depth clip pass.
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/// </summary>
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public ComputeShader depthClipPass; |
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/// <summary>
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/// The compute shader used by the lock pass.
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/// </summary>
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public ComputeShader lockPass; |
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/// <summary>
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/// The compute shader used by the accumulation pass.
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/// </summary>
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public ComputeShader accumulatePass; |
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/// <summary>
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/// The compute shader used by the RCAS sharpening pass.
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/// </summary>
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public ComputeShader sharpenPass; |
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/// <summary>
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/// The compute shader used to auto-generate a reactive mask.
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/// </summary>
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public ComputeShader autoGenReactivePass; |
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/// <summary>
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/// The compute shader used to auto-generate a transparency & composition mask.
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/// </summary>
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public ComputeShader tcrAutoGenPass; |
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/// <summary>
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/// Returns a copy of this class and its contents.
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/// </summary>
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public Fsr3UpscalerShaders Clone() |
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{ |
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return (Fsr3UpscalerShaders)MemberwiseClone(); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: cec8f68d6b0d9be4986fac65d3a2e1a6 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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