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Added balanced and performance preset keywords to the depth clip and accumulate passes, which seem to be the only ones that use it. Makes the Balanced variant work. Performance variant still problematic.

asr-console
Nico de Poel 11 months ago
parent
commit
c92e35ff73
  1. 4
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader

4
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/ffxm_fsr2_fs.shader

@ -59,6 +59,8 @@ Shader "TND/ASR/ffx_fsr2_fs"
//#pragma enable_d3d11_debug_symbols //#pragma enable_d3d11_debug_symbols
#pragma multi_compile __ FFXM_HALF #pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_BALANCED
#pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_PERFORMANCE
#pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS #pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS
#pragma multi_compile __ FFXM_FSR2_OPTION_JITTERED_MOTION_VECTORS #pragma multi_compile __ FFXM_FSR2_OPTION_JITTERED_MOTION_VECTORS
#pragma multi_compile __ FFXM_FSR2_OPTION_INVERTED_DEPTH #pragma multi_compile __ FFXM_FSR2_OPTION_INVERTED_DEPTH
@ -82,6 +84,8 @@ Shader "TND/ASR/ffx_fsr2_fs"
//#pragma enable_d3d11_debug_symbols //#pragma enable_d3d11_debug_symbols
#pragma multi_compile __ FFXM_HALF #pragma multi_compile __ FFXM_HALF
#pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_BALANCED
#pragma multi_compile __ FFXM_FSR2_OPTION_SHADER_OPT_PERFORMANCE
#pragma multi_compile __ FFXM_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE #pragma multi_compile __ FFXM_FSR2_OPTION_REPROJECT_USE_LANCZOS_TYPE
#pragma multi_compile __ FFXM_FSR2_OPTION_HDR_COLOR_INPUT #pragma multi_compile __ FFXM_FSR2_OPTION_HDR_COLOR_INPUT
#pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS #pragma multi_compile __ FFXM_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS

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