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Added shaders for the two compute passes, plus a few minor fixes

asr-console
Nico de Poel 11 months ago
parent
commit
a85e242d4c
  1. 5
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc
  2. 14
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_compute_luminance_pyramid_pass.compute
  3. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_compute_luminance_pyramid_pass.compute.meta
  4. 12
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_lock_pass.compute
  5. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_lock_pass.compute.meta
  6. 2
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_compute_luminance_pyramid.h

5
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_common.cginc

@ -1 +1,4 @@

#pragma warning(disable: 3078) // Loop control variable conflicts
#pragma warning(disable: 3203) // Signed/unsigned mismatch
#pragma warning(disable: 3205) // Conversion from larger type to smaller, possible loss of data
#pragma warning(disable: 3556) // Integer divides might be much slower, try using uints if possible

14
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_compute_luminance_pyramid_pass.compute

@ -0,0 +1,14 @@
#pragma kernel main
#pragma multi_compile_local __ FFXM_HALF
#pragma multi_compile_local __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
#pragma multi_compile_local __ FFXM_FSR2_OPTION_JITTERED_MOTION_VECTORS
#pragma multi_compile_local __ FFXM_FSR2_OPTION_INVERTED_DEPTH
#pragma multi_compile __ UNITY_FFXM_TEXTURE2D_X_ARRAY
#include "ffxm_fsr2_common.cginc"
#define FFXM_SPD_NO_WAVE_OPERATIONS
#include "shaders/ffxm_fsr2_compute_luminance_pyramid_pass.hlsl"

3
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_compute_luminance_pyramid_pass.compute.meta

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 57220d870cb441c8a6df8a9e15a74283
timeCreated: 1742416757

12
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_lock_pass.compute

@ -0,0 +1,12 @@
#pragma kernel main
#pragma multi_compile_local __ FFXM_HALF
#pragma multi_compile_local __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
#pragma multi_compile_local __ FFXM_FSR2_OPTION_JITTERED_MOTION_VECTORS
#pragma multi_compile_local __ FFXM_FSR2_OPTION_INVERTED_DEPTH
#pragma multi_compile __ UNITY_FFXM_TEXTURE2D_X_ARRAY
#include "ffxm_fsr2_common.cginc"
#include "shaders/ffxm_fsr2_lock_pass.hlsl"

3
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_lock_pass.compute.meta

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a6e1d5d5372d467790fcf2d089b50ef7
timeCreated: 1742417134

2
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_compute_luminance_pyramid.h

@ -188,7 +188,7 @@ FfxFloat16x4 SpdReduce4H(FfxFloat16x4 v0, FfxFloat16x4 v1, FfxFloat16x4 v2, FfxF
} }
#endif #endif
#include "./spd/ffxm_spd.h"
#include "../spd/ffxm_spd.h"
void ComputeAutoExposure(FfxUInt32x3 WorkGroupId, FfxUInt32 LocalThreadIndex) void ComputeAutoExposure(FfxUInt32x3 WorkGroupId, FfxUInt32 LocalThreadIndex)
{ {

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