Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel 9ef2bfdef0 Reverted rework of accumulation parameter initialization function to what it originally was, but with a struct clear to zero. 11 months ago
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shaders Reverted rework of accumulation parameter initialization function to what it originally was, but with a struct clear to zero. 11 months ago
ffxm_fsr2_common.cginc Fixed a number of issues to make Quality variant work: 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 balanced and performance preset keywords to the depth clip and accumulate passes, which seem to be the only ones that use it. Makes the Balanced variant work. Performance variant still problematic. 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