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fsr1
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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fsr2
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Fixed exposure instability for a few seconds after initialization on iOS Metal, and cleared out a shader compiler warning at run-time.
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1 year ago |
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spd
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Backported fixes that we already know are going to be necessary for full Unity support:
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1 year ago |
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ffxm_common_types.h
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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.
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1 year ago |
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ffxm_common_types.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core.h
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core_cpu.h
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core_cpu.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core_gpu_common.h
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core_gpu_common.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core_gpu_common_half.h
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core_gpu_common_half.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core_hlsl.h
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Backported fixes that we already know are going to be necessary for full Unity support:
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1 year ago |
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ffxm_core_hlsl.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core_portability.h
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_core_portability.h.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_fsr2_accumulate_pass_fs.hlsl
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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.
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1 year ago |
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ffxm_fsr2_accumulate_pass_fs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_fsr2_autogen_reactive_pass_fs.hlsl
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Updated PSSL target output format pragmas with what *should* be the correct values, though the PS5 still disagrees with this
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1 year ago |
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ffxm_fsr2_autogen_reactive_pass_fs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_fsr2_compute_luminance_pyramid_pass.hlsl
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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.
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1 year ago |
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ffxm_fsr2_compute_luminance_pyramid_pass.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_fsr2_depth_clip_pass_fs.hlsl
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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.
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1 year ago |
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ffxm_fsr2_depth_clip_pass_fs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_fsr2_lock_pass.hlsl
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Added type definitions for PSSL (PS4/5) and removed hard-coded FFMX_HALF defines. Let the multi-compile shaders and C# code control that.
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1 year ago |
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ffxm_fsr2_lock_pass.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_fsr2_rcas_pass_fs.hlsl
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Bunch of fixes to make ASR Quality somewhat work on PS5, without reactive mask still:
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1 year ago |
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ffxm_fsr2_rcas_pass_fs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_fsr2_reconstruct_previous_depth_pass_fs.hlsl
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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.
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1 year ago |
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ffxm_fsr2_reconstruct_previous_depth_pass_fs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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ffxm_fsr2_vs.hlsl
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Added type definitions for PSSL (PS4/5) and removed hard-coded FFMX_HALF defines. Let the multi-compile shaders and C# code control that.
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1 year ago |
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ffxm_fsr2_vs.hlsl.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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fsr1.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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fsr2.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |
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spd.meta
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Imported ARM ASR shader code for HLSL without any modifications
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1 year ago |