Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel e4ad05a414 Made PSSL pragmas only get included for PSSL to prevent compiler warnings, and require native 16-bit compilation for PSSL. 11 months ago
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shaders Made PSSL pragmas only get included for PSSL to prevent compiler warnings, and require native 16-bit compilation for PSSL. 11 months ago
ffxm_fsr2_common.cginc Made PSSL pragmas only get included for PSSL to prevent compiler warnings, and require native 16-bit compilation for PSSL. 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 Temporarily disable FP16 altogether, which makes PSSL shader compilation a lot happier. Need to figure out how to make the FP16 utility function definitions work without the shader compiler complaining about duplicate declarations. 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 Temporarily disable FP16 altogether, which makes PSSL shader compilation a lot happier. Need to figure out how to make the FP16 utility function definitions work without the shader compiler complaining about duplicate declarations. 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 Temporarily disable FP16 altogether, which makes PSSL shader compilation a lot happier. Need to figure out how to make the FP16 utility function definitions work without the shader compiler complaining about duplicate declarations. 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