Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel 82734c7606 Went over all the shader inputs and output and implemented them. Realized that some fragment shaders use UAVs with random write, is that even possible in Unity? 11 months ago
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shaders Went over all the shader inputs and output and implemented them. Realized that some fragment shaders use UAVs with random write, is that even possible in Unity? 11 months ago
ffxm_fsr2_common.cginc Added keywords for balanced/performance presets and GLES support 11 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_compute_luminance_pyramid_pass.compute Made all the ASR shader keywords global and encapsulated all of the keyword management into a separate class, which will enable and disable keywords globally based on the initialization flags and dispatch parameters. 11 months ago
ffxm_fsr2_compute_luminance_pyramid_pass.compute.meta Added shaders for the two compute passes, plus a few minor fixes 11 months ago
ffxm_fsr2_fs.shader Added multi-compile keywords for all fragment shaders, and added Metal workaround for texture atomics 11 months ago
ffxm_fsr2_fs.shader.meta Defined a vertex/fragment shader for the accumulate pass, with initial modifications to make things compile as a proof of concept: 11 months ago
ffxm_fsr2_lock_pass.compute Made all the ASR shader keywords global and encapsulated all of the keyword management into a separate class, which will enable and disable keywords globally based on the initialization flags and dispatch parameters. 11 months ago
ffxm_fsr2_lock_pass.compute.meta Added shaders for the two compute passes, plus a few minor fixes 11 months ago
shaders.meta Imported ARM ASR shader code for HLSL without any modifications 11 months ago