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13 Commits
3 Branches
8 Tags
430 MiB
Tree: 9046c34e69
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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5 Commits (9046c34e69b2354286f1bdd0a916b6e06d53ba58)

Author SHA1 Message Date
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 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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