8 Commits (d2e6eedf37d5687333abdab1123c951e595487f1)

Author SHA1 Message Date
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 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 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 19894d5c45 FSR 2.2 for Unity open source release 3 years ago