5 Commits (71879e71aa72465a79bdf009d7d71f9f7ab83066)

Author SHA1 Message Date
Nico de Poel 71879e71aa - Updated FSR3 Upscaler to version 3.1.3, including improvements to color clamp to help with ghosting streaks and addition of velocity factor parameter. 1 year ago
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 bfa86b7bfd Fixed an issue that would cause the wrong depth buffer to be passed to FSR when using forward rendering on newer Unity versions. 2 years ago
Nico de Poel 5e98dacf77 Upgraded to FSR 3.1 Upscaler 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: 2 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 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 234bd4e163 Added support for the experimental automatic Transparency, Compostion & Reactive masks generation pass. 3 years ago
Nico de Poel 19894d5c45 FSR 2.2 for Unity open source release 3 years ago