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(); } } }