Nico de Poel
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1ee4cd9653
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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.
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3 years ago |
Nico de Poel
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66957fb73b
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Set constant buffer data as part of the command buffers, instead of immediately.
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3 years ago |
Nico de Poel
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4fba5fcc60
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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.
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3 years ago |
Nico de Poel
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3c2eb17a0e
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Use jittered camera projection for transparent rendering, as it does affect image reconstruction on certain effects.
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3 years ago |
Nico de Poel
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ceabd44684
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Ported over AO fix for MacOS.
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3 years ago |
Nico de Poel
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8b09078a0d
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Clear initial auto-exposure value to zero instead of negative one. Fixes black screen flashes on Metal when performing an accumulation reset.
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3 years ago |
Nico de Poel
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2adbc10157
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Reset atomic counter on any kind of reset, not just on first execution. Fixes black screen on Metal when performing a history reset.
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3 years ago |
Nico de Poel
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8ca48e06ef
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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.
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3 years ago |
Nico de Poel
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3b35fab059
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Added support for dynamic resolution scaling using ScalableBufferManager into PPV2 integration.
Ported over the small improvements from the primary FSR2 integration to PPV2.
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3 years ago |
Nico de Poel
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bf6a95dfe5
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Added modified Post-Processing Stack V2 package with fully integrated FSR 2.2 upscaling, presented as one of the anti-aliasing options.
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3 years ago |