3 Commits (ca3acef3ebfc68c0042c4595dfe86ecec3963e3a)

Author SHA1 Message Date
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 20a5dc2e5b Moved FSR2 and FSR3 classes into their own sub-namespaces. This fixes an ambiguity when compiling for Unity 2020.x and is also more future-proof with an eye on porting over more FidelityFX technologies. 2 years ago
Nico de Poel de482efcbf Added FSR 3.1 implementation and moved it plus FSR 2.2 into a separate package. 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