..
fsr1
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
fsr2
Fixed dynamic resolution scaling:
10 months ago
spd
Backported fixes that we already know are going to be necessary for full Unity support:
11 months ago
ffxm_common_types.h
Fixed a big derp in the PSSL type definitions, copy-pasted code still contained FFX_HALF instead of FFXM_HALF, which caused 16-bit types to be compiled as 32-bit, causing a bunch of duplicate function definitions.
11 months ago
ffxm_common_types.h.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core.h
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core.h.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core_cpu.h
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core_cpu.h.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core_gpu_common.h
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core_gpu_common.h.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core_gpu_common_half.h
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core_gpu_common_half.h.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core_hlsl.h
Backported fixes that we already know are going to be necessary for full Unity support:
11 months ago
ffxm_core_hlsl.h.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core_portability.h
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_core_portability.h.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_fsr2_accumulate_pass_fs.hlsl
Bind new locks to the accumulate shader as a regular SRV (read-only), and clear the locks buffer ahead of time instead of at the end of the accumulate shader. This simplifies the shader binding setup, as well as being "more correct" because we're using a temporary RT for the locks buffer, meaning it makes no sense to clear it for the next frame.
10 months ago
ffxm_fsr2_accumulate_pass_fs.hlsl.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_fsr2_autogen_reactive_pass_fs.hlsl
Updated PSSL target output format pragmas with what *should* be the correct values, though the PS5 still disagrees with this
11 months ago
ffxm_fsr2_autogen_reactive_pass_fs.hlsl.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_fsr2_compute_luminance_pyramid_pass.hlsl
Reworked auto-exposure to use a double buffered render texture, which allows the smooth exposure transition logic to load a value that's guaranteed to be from the previous frame. Fixes artifacting and flickering issues caused by loading & storing to the same texture.
11 months ago
ffxm_fsr2_compute_luminance_pyramid_pass.hlsl.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_fsr2_depth_clip_pass_fs.hlsl
Swapped the order of the render targets around for the depth clip pass. Fixes prepared input color being black in NGGC because... I don't know, probably an alignment issue of some sort? PS5 is being really stupid here.
10 months ago
ffxm_fsr2_depth_clip_pass_fs.hlsl.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_fsr2_lock_pass.hlsl
Added type definitions for PSSL (PS4/5) and removed hard-coded FFMX_HALF defines. Let the multi-compile shaders and C# code control that.
11 months ago
ffxm_fsr2_lock_pass.hlsl.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_fsr2_rcas_pass_fs.hlsl
Bunch of fixes to make ASR Quality somewhat work on PS5, without reactive mask still:
11 months ago
ffxm_fsr2_rcas_pass_fs.hlsl.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_fsr2_reconstruct_previous_depth_pass_fs.hlsl
Added output target pragmas for random write targets. Not sure if these are necessary but it's something to keep an eye on.
11 months ago
ffxm_fsr2_reconstruct_previous_depth_pass_fs.hlsl.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
ffxm_fsr2_vs.hlsl
Added type definitions for PSSL (PS4/5) and removed hard-coded FFMX_HALF defines. Let the multi-compile shaders and C# code control that.
11 months ago
ffxm_fsr2_vs.hlsl.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
fsr1.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
fsr2.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago
spd.meta
Imported ARM ASR shader code for HLSL without any modifications
11 months ago