Development repository for FSR2 integration into Unity Post-Processing Stack V2.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

60 lines
1.8 KiB

using System;
using UnityEngine;
namespace FidelityFX
{
/// <summary>
/// All the compute shaders used by the FidelityFX Super Resolution 3 (FSR3) Upscaler.
/// </summary>
[Serializable]
public class Fsr3UpscalerShaders
{
/// <summary>
/// The compute shader used by the luminance pyramid computation pass.
/// </summary>
public ComputeShader computeLuminancePyramidPass;
/// <summary>
/// The compute shader used by the previous depth reconstruction pass.
/// </summary>
public ComputeShader reconstructPreviousDepthPass;
/// <summary>
/// The compute shader used by the depth clip pass.
/// </summary>
public ComputeShader depthClipPass;
/// <summary>
/// The compute shader used by the lock pass.
/// </summary>
public ComputeShader lockPass;
/// <summary>
/// The compute shader used by the accumulation pass.
/// </summary>
public ComputeShader accumulatePass;
/// <summary>
/// The compute shader used by the RCAS sharpening pass.
/// </summary>
public ComputeShader sharpenPass;
/// <summary>
/// The compute shader used to auto-generate a reactive mask.
/// </summary>
public ComputeShader autoGenReactivePass;
/// <summary>
/// The compute shader used to auto-generate a transparency & composition mask.
/// </summary>
public ComputeShader tcrAutoGenPass;
/// <summary>
/// Returns a copy of this class and its contents.
/// </summary>
public Fsr3UpscalerShaders Clone()
{
return (Fsr3UpscalerShaders)MemberwiseClone();
}
}
}