Nico de Poel
20a5dc2e5b
Moved FSR2 and FSR3 classes into their own sub-namespaces. This fixes an ambiguity when compiling for Unity 2020.x and is also more future-proof with an eye on porting over more FidelityFX technologies.
2 years ago
Nico de Poel
6f72108c03
Updated PPV2 implementation with FSR 3.1 and replaced FSR code and shaders from of the PPV2 package with references to the standard FSR package.
2 years ago
Nico de Poel
7911e82087
Added custom FSR3 upscaler for HDRP 17, overriding Unity's FSR2 native plugin package.
2 years ago
Nico de Poel
29e2ec9035
- Fixed opaque-only copy buffer not keeping dynamic resolution scaling in mind.
- Ported over fixes from baseline BiRP implementation.
2 years ago
Nico de Poel
1cfca9d066
Upgraded to FSR 3.0 Upscaler and PPV2 v3.4.0
2 years ago
Nico de Poel
982c41cc20
Refactoring work:
- Reworked input/output resource management using a new ResourceView struct, which encompasses all relevant data required to bind textures from various sources.
This eliminates the need for resource binding code outside of the core FSR2 classes, and makes the public API more strict and consistent, but also more flexible. In addition, it allows the input/output resource debug checks to happen every frame for that frame.
- Changed prebaked RCAS configurations into an array, as there is no need for a dynamically sized list here.
- Renamed Pipelines to Passes.
2 years ago
Nico de Poel
1ee4cd9653
Create opaque-only color buffer copy after opaque-only post-processing is done, and use the correct color format for the copy.
This creates a more accurate opaque-only reference for the auto-reactive pass, and improves compatibility with custom opaque-only effects.
3 years ago
Nico de Poel
66957fb73b
Set constant buffer data as part of the command buffers, instead of immediately.
3 years ago
Nico de Poel
4fba5fcc60
Ported over compute shader fixes from the Unity Graphics repository:
[PPV2] PPB-6 Disabled compute effects on WebGL and Android OpenGL (#7936 )
* Disabled compute based effects not supported on WebGL and Android OpenGL
* Improved editor warning messages.
* Fix editor warning messages.
3 years ago
Nico de Poel
3c2eb17a0e
Use jittered camera projection for transparent rendering, as it does affect image reconstruction on certain effects.
3 years ago
Nico de Poel
ceabd44684
Ported over AO fix for MacOS.
3 years ago
Nico de Poel
8b09078a0d
Clear initial auto-exposure value to zero instead of negative one. Fixes black screen flashes on Metal when performing an accumulation reset.
3 years ago
Nico de Poel
2adbc10157
Reset atomic counter on any kind of reset, not just on first execution. Fixes black screen on Metal when performing a history reset.
3 years ago
Nico de Poel
8ca48e06ef
Refactored mipmap bias callbacks such that the render pipeline integration does not need to maintain any bias offset state.
Added NaN/Infinity/Zero checks to the standard mipmap bias callback implementations.
3 years ago
Nico de Poel
3b35fab059
Added support for dynamic resolution scaling using ScalableBufferManager into PPV2 integration.
Ported over the small improvements from the primary FSR2 integration to PPV2.
3 years ago
Nico de Poel
bf6a95dfe5
Added modified Post-Processing Stack V2 package with fully integrated FSR 2.2 upscaling, presented as one of the anti-aliasing options.
3 years ago