using System;
using UnityEngine;
namespace FidelityFX
{
///
/// All the compute shaders used by the FidelityFX Super Resolution 3 (FSR3) Upscaler.
///
[Serializable]
public class Fsr3UpscalerShaders
{
///
/// The compute shader used by the luminance pyramid computation pass.
///
public ComputeShader computeLuminancePyramidPass;
///
/// The compute shader used by the previous depth reconstruction pass.
///
public ComputeShader reconstructPreviousDepthPass;
///
/// The compute shader used by the depth clip pass.
///
public ComputeShader depthClipPass;
///
/// The compute shader used by the lock pass.
///
public ComputeShader lockPass;
///
/// The compute shader used by the accumulation pass.
///
public ComputeShader accumulatePass;
///
/// The compute shader used by the RCAS sharpening pass.
///
public ComputeShader sharpenPass;
///
/// The compute shader used to auto-generate a reactive mask.
///
public ComputeShader autoGenReactivePass;
///
/// The compute shader used to auto-generate a transparency & composition mask.
///
public ComputeShader tcrAutoGenPass;
///
/// Returns a copy of this class and its contents.
///
public Fsr3UpscalerShaders Clone()
{
return (Fsr3UpscalerShaders)MemberwiseClone();
}
}
}