diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_accumulate.h b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_accumulate.h index 1120019..73404b5 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_accumulate.h +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_accumulate.h @@ -372,7 +372,7 @@ AccumulateOutputs Accumulate(FfxInt32x2 iPxHrPos) #if FFXM_FSR2_OPTION_APPLY_SHARPENING == 0 results.fColor = fHistoryColor; #endif - StoreNewLocks(iPxHrPos, 0); + //StoreNewLocks(iPxHrPos, 0); return results; } diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h index 1963bd8..77b235d 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_callbacks_hlsl.h @@ -379,7 +379,7 @@ SamplerState s_LinearClamp : register(s1); // UAV declarations #if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH - #if defined(SHADER_API_PSSL) + #if defined(SHADER_API_PSSL) && defined(SHADER_STAGE_FRAGMENT) RWTexture2D rw_reconstructed_previous_nearest_depth; // Need to use implicit register binding for random write targets on PS4/5 #else RWTexture2D rw_reconstructed_previous_nearest_depth : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH); @@ -401,7 +401,11 @@ SamplerState s_LinearClamp : register(s1); RWTexture2D rw_lock_input_luma : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_LOCK_INPUT_LUMA); #endif #if defined FSR2_BIND_UAV_NEW_LOCKS + #if defined(SHADER_API_PSSL) && defined(SHADER_STAGE_FRAGMENT) + RWTexture2D rw_new_locks; // Need to use implicit register binding for random write targets on PS4/5 + #else RWTexture2D rw_new_locks : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_NEW_LOCKS); + #endif #endif #if defined FSR2_BIND_UAV_PREPARED_INPUT_COLOR RWTexture2D rw_prepared_input_color : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_PREPARED_INPUT_COLOR);