19 Commits (66957fb73b2c16aba8b645d118d05720a8e135e1)

Author SHA1 Message Date
Nico de Poel 66957fb73b Set constant buffer data as part of the command buffers, instead of immediately. 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. 3 years ago
Nico de Poel 24ae1957d6 Small tweaks: 3 years ago
Nico de Poel 6e427baad0 Added support for dynamic resolution scaling using ScalableBufferManager. 3 years ago
Nico de Poel c2f6fa04c5 Moved management of aliasable resources to the Fsr2Resources class and gave the methods more logical names. 3 years ago
Nico de Poel aa69f09d17 Restored compatibility with Unity versions older than 2021.2, which didn't have the LocalKeyword struct yet. 3 years ago
Nico de Poel 9046c34e69 Create temporary resources at actual render size, reducing VRAM usage when dynamic resolution is in effect. 3 years ago
Nico de Poel 91c820e951 Updated shaders to FSR 2.2.1 3 years ago
Nico de Poel 955ce3f190 - Consolidated accumulate and accumulate+sharpen pipelines into a single pipeline, with the sharpening option being changed into a local keyword that can be enabled or disabled on-the-fly. This removes the need for an additional copy of the accumulate shader, saving a considerable amount of memory. 3 years ago
Nico de Poel d2e6eedf37 Reworked the image effect integration, breaking up things and removing unnecessary parts to improve clarity and readability. 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. 3 years ago
Nico de Poel e69ea6dd10 Added a workaround for HDRP using texture arrays for its camera buffers on some platforms. 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 234bd4e163 Added support for the experimental automatic Transparency, Compostion & Reactive masks generation pass. 3 years ago
Nico de Poel 856f735228 Commented out all experimental DXC-related pragmas, as these could sometimes cause shader compilation issues even when not enabled. 3 years ago
Nico de Poel 73346a5054 Added a dummy field to the main FSR2 constant buffer, to make it exactly 128 bytes long. This fixes a data alignment issue on iOS Metal. 3 years ago
Nico de Poel 19894d5c45 FSR 2.2 for Unity open source release 3 years ago