9 Commits (c2f6fa04c5379f631f48759fc1aa37d96136d9b2)

Author SHA1 Message Date
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. 3 years ago
Nico de Poel e69ea6dd10 Added a workaround for HDRP using texture arrays for its camera buffers on some platforms. 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