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fsr1
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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fsr2
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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.
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11 months ago |
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spd
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Backported fixes that we already know are going to be necessary for full Unity support:
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11 months ago |
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ffxm_common_types.h
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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.
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11 months ago |
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ffxm_common_types.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core.h
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core_cpu.h
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core_cpu.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core_gpu_common.h
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core_gpu_common.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core_gpu_common_half.h
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core_gpu_common_half.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core_hlsl.h
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Backported fixes that we already know are going to be necessary for full Unity support:
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11 months ago |
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ffxm_core_hlsl.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core_portability.h
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_core_portability.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_fsr2_accumulate_pass_fs.hlsl
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Added output target pragmas for random write targets. Not sure if these are necessary but it's something to keep an eye on.
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11 months ago |
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ffxm_fsr2_accumulate_pass_fs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_fsr2_autogen_reactive_pass_fs.hlsl
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Updated PSSL target output format pragmas with what *should* be the correct values, though the PS5 still disagrees with this
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11 months ago |
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ffxm_fsr2_autogen_reactive_pass_fs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_fsr2_compute_luminance_pyramid_pass.hlsl
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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.
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11 months ago |
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ffxm_fsr2_compute_luminance_pyramid_pass.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_fsr2_depth_clip_pass_fs.hlsl
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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.
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11 months ago |
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ffxm_fsr2_depth_clip_pass_fs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_fsr2_lock_pass.hlsl
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Added type definitions for PSSL (PS4/5) and removed hard-coded FFMX_HALF defines. Let the multi-compile shaders and C# code control that.
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11 months ago |
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ffxm_fsr2_lock_pass.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_fsr2_rcas_pass_fs.hlsl
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Bunch of fixes to make ASR Quality somewhat work on PS5, without reactive mask still:
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11 months ago |
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ffxm_fsr2_rcas_pass_fs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_fsr2_reconstruct_previous_depth_pass_fs.hlsl
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Added output target pragmas for random write targets. Not sure if these are necessary but it's something to keep an eye on.
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11 months ago |
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ffxm_fsr2_reconstruct_previous_depth_pass_fs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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ffxm_fsr2_vs.hlsl
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Added type definitions for PSSL (PS4/5) and removed hard-coded FFMX_HALF defines. Let the multi-compile shaders and C# code control that.
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11 months ago |
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ffxm_fsr2_vs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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fsr1.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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fsr2.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |
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spd.meta
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Imported ARM ASR shader code for HLSL without any modifications
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11 months ago |