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FSR2Unity
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24 Commits
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430 MiB
Tree: 8b09078a0d
fsr3.1
hdrp
master
ppv2-3.3.1a
ppv2-3.3.1b
ppv2-3.3.1c
ppv2-3.3.1d
ppv2-3.4.0a
ppv2-3.4.0b
ppv2-3.4.0c-fsr3.1
ppv2-3.4.0d-fsr3.1
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1 Commits (8b09078a0dc3ebea937b1905b1edbb697d64dea8)

Author SHA1 Message Date
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
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