Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel 206d0dfd97 Merge branch 'armasr' into pssr 10 months ago
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fsr1 Imported ARM ASR shader code for HLSL without any modifications 11 months ago
fsr2 Fixed exposure instability for a few seconds after initialization on iOS Metal, and cleared out a shader compiler warning at run-time. 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 Swapped Luma and MotionVector outputs on the Reconstruct & Dilate pass, which fixes another apparent alignment issue on PS5 NGGC, causing the motion vectors to break occasionally when switching scaling ratios. 10 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