Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel 4a8f9455e6 Removed the old license text from the C# source files 10 months ago
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shaders 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_common.cginc Reworked ASR shaders for modern compilation on DX12, Vulkan, Metal, PS5 and Xbox Series: 10 months ago
ffxm_fsr2_common.cginc.meta Added the remaining vertex/fragment shader passes and made the same modifications to get them to compile 11 months ago
ffxm_fsr2_fragment_legacy.shader Added Legacy variants of the ASR shaders, without DXC, Native16Bit or wave operations. Separated them into an AsrShaderBundle that can be selected from at run-time based on the current graphics device. 10 months ago
ffxm_fsr2_fragment_legacy.shader.meta Added Legacy variants of the ASR shaders, without DXC, Native16Bit or wave operations. Separated them into an AsrShaderBundle that can be selected from at run-time based on the current graphics device. 10 months ago
ffxm_fsr2_fragment_modern.shader Added Legacy variants of the ASR shaders, without DXC, Native16Bit or wave operations. Separated them into an AsrShaderBundle that can be selected from at run-time based on the current graphics device. 10 months ago
ffxm_fsr2_fragment_modern.shader.meta Reworked ASR shaders for modern compilation on DX12, Vulkan, Metal, PS5 and Xbox Series: 10 months ago
ffxm_fsr2_lock_legacy.compute Added Legacy variants of the ASR shaders, without DXC, Native16Bit or wave operations. Separated them into an AsrShaderBundle that can be selected from at run-time based on the current graphics device. 10 months ago
ffxm_fsr2_lock_legacy.compute.meta Added Legacy variants of the ASR shaders, without DXC, Native16Bit or wave operations. Separated them into an AsrShaderBundle that can be selected from at run-time based on the current graphics device. 10 months ago
ffxm_fsr2_lock_modern.compute Removed Native16Bit from the two compute shaders because Xbox Series does not like it. Seems fine for the fragment shader though, which is where it matters most. 10 months ago
ffxm_fsr2_lock_modern.compute.meta Reworked ASR shaders for modern compilation on DX12, Vulkan, Metal, PS5 and Xbox Series: 10 months ago
ffxm_fsr2_luma_pyramid_legacy.compute Added Legacy variants of the ASR shaders, without DXC, Native16Bit or wave operations. Separated them into an AsrShaderBundle that can be selected from at run-time based on the current graphics device. 10 months ago
ffxm_fsr2_luma_pyramid_legacy.compute.meta Added Legacy variants of the ASR shaders, without DXC, Native16Bit or wave operations. Separated them into an AsrShaderBundle that can be selected from at run-time based on the current graphics device. 10 months ago
ffxm_fsr2_luma_pyramid_modern.compute Removed Native16Bit from the two compute shaders because Xbox Series does not like it. Seems fine for the fragment shader though, which is where it matters most. 10 months ago
ffxm_fsr2_luma_pyramid_modern.compute.meta Reworked ASR shaders for modern compilation on DX12, Vulkan, Metal, PS5 and Xbox Series: 10 months ago
shaders.meta Imported ARM ASR shader code for HLSL without any modifications 11 months ago