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Tree: ca3acef3eb
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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56 Commits (ca3acef3ebfc68c0042c4595dfe86ecec3963e3a)
 

Author SHA1 Message Date
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 856f735228 Commented out all experimental DXC-related pragmas, as these could sometimes cause shader compilation issues even when not enabled.
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 262cff1e1b Added a section explaining the need for an exposure input value.
3 years ago
Nico de Poel 19894d5c45 FSR 2.2 for Unity open source release
3 years ago
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