Nico de Poel
2ccb05437a
Removed the FP16 option from the frontends, as it's causing inexplicable issues on certain hardware/driver combinations.
2 years ago
Nico de Poel
5e98dacf77
Upgraded to FSR 3.1 Upscaler
- Moved FSR core classes and shaders into their own package
- Added FSR 2.2 implementation side-by-side with FSR 3.1
- Updated BiRP and PPV2 integrations for FSR 3.1
- Added experimental HDRP 17 integration
2 years ago
Nico de Poel
d214976e1f
- Applied correct macros to input and output texture definitions for HDRP support
- Correctly destroy resources when not in play mode
- Prevent Unity from treating shader include headers as native plugin code
2 years ago
Nico de Poel
1cfca9d066
Upgraded to FSR 3.0 Upscaler and PPV2 v3.4.0
2 years ago
Nico de Poel
f72e88af16
Clarified the lack of texture atomics support in Metal.
3 years ago
Nico de Poel
d55e71e1f2
Added a section about dynamic resolution.
3 years ago
Nico de Poel
08915f9612
Updated readme with a section about the custom post-processing V2 package.
3 years ago
Nico de Poel
3cd852ba8f
Fixed the ESRAM-related visual issue on Xbox One when auto-reactive or auto-TCR is enabled, by explicitly controlling the lifecycle of the opaque-only color input render texture.
Previously the code relied on undefined behavior, whereby an already released temporary render texture just happened to remain in memory at the same location. On Xbox One with its unique ESRAM cache this would fail.
3 years ago
Nico de Poel
f616fc7d76
Updated readme with a table of contents, additional supported platform and more implementation details.
3 years ago
Nico de Poel
5c0bd697e1
Clear the atomic counter used by the luminance pyramid pass. This fixes auto-exposure being broken and causing a black screen on some platforms (Xbox, OpenGL).
3 years ago
Nico de Poel
262cff1e1b
Added a section explaining the need for an exposure input value.
3 years ago
Nico de Poel
19894d5c45
FSR 2.2 for Unity open source release
3 years ago