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.
Added NaN/Infinity/Zero checks to the standard mipmap bias callback implementations.
3 years ago
Nico de Poel
24ae1957d6
Small tweaks:
- Disable plugin importer settings on all FSR2 header include files.
- Made undoing of mipmap bias a distinct separate callback, so that it can be overridden by client apps.
- Skip textures that don't have mipmaps and thus don't have any use for a mipmap bias.
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
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.
- Changed the atomic counter from a temporary RT that gets reset every frame, to a permanent resource that gets set to 0 only on the first execution frame. Fixes auto-exposure causing a black screen on MacOS.
3 years ago
Nico de Poel
e69ea6dd10
Added a workaround for HDRP using texture arrays for its camera buffers on some platforms.
Also cleaned up some unused keywords to reduce shader compile times.
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
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