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Made some progress towards making ASR FP16 work on PS5:

- Auto-gen reactive mask & Reconstruct previous depth & Depth Clip passes now verified correct and working
- Changed dilated reactive masks texture format to R16G16_SFloat, which Agc seems to like better as an output format than R8G8_UNorm
- Accumulate pass is the only real (big) problem left
asr-console
Nico de Poel 10 months ago
parent
commit
9aee5758b6
  1. 2
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Runtime/AsrResources.cs

2
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Runtime/AsrResources.cs

@ -141,7 +141,7 @@ namespace ArmASR
commandBuffer.GetTemporaryRT(AsrShaderIDs.UavLockInputLuma, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16_SFloat, 1, true);
// FSR2_DilatedReactiveMasks: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R8G8_UNORM, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(AsrShaderIDs.UavDilatedReactiveMasks, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R8G8_UNorm, 1, true);
commandBuffer.GetTemporaryRT(AsrShaderIDs.UavDilatedReactiveMasks, maxRenderSize.x, maxRenderSize.y, 0, default, GraphicsFormat.R16G16_SFloat, 1, true);
// FSR2_PreparedInputColor: FFX_RESOURCE_USAGE_UAV, FFX_SURFACE_FORMAT_R16G16B16A16_FLOAT, FFX_RESOURCE_FLAGS_ALIASABLE
commandBuffer.GetTemporaryRT(AsrShaderIDs.UavPreparedInputColor, maxRenderSize.x, maxRenderSize.y, 0, default, preparedInputColorNeedsFp16 ? GraphicsFormat.R16G16B16A16_SFloat : GraphicsFormat.R8G8B8A8_UNorm, 1, true);

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