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 6159912..1963bd8 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 +379,11 @@ SamplerState s_LinearClamp : register(s1); // UAV declarations #if defined FSR2_BIND_UAV_RECONSTRUCTED_PREV_NEAREST_DEPTH + #if defined(SHADER_API_PSSL) + 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); + #endif #endif #if defined FSR2_BIND_UAV_DILATED_MOTION_VECTORS RWTexture2D rw_dilated_motion_vectors : FFXM_FSR2_DECLARE_UAV(FSR2_BIND_UAV_DILATED_MOTION_VECTORS);