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36 Commits
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8 Tags
430 MiB
Tree: ppv2-3.3.1
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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6 Commits (ppv2-3.3.1a)

Author SHA1 Message Date
Nico de Poel 08915f9612 Updated readme with a section about the custom post-processing V2 package.
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.
Previously the code relied on undefined behavior, whereby an already released temporary render texture just happened to remain in memory at the same location. On Xbox One with its unique ESRAM cache this would fail.
3 years ago
Nico de Poel f616fc7d76 Updated readme with a table of contents, additional supported platform and more implementation details.
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 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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