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
bf6a95dfe5
Added modified Post-Processing Stack V2 package with fully integrated FSR 2.2 upscaling, presented as one of the anti-aliasing options.
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
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
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