25 Commits (ppv2-3.4.0d-fsr3.1)

Author SHA1 Message Date
Nico de Poel 71879e71aa - Updated FSR3 Upscaler to version 3.1.3, including improvements to color clamp to help with ghosting streaks and addition of velocity factor parameter. 1 year ago
Nico de Poel 2ccb05437a Removed the FP16 option from the frontends, as it's causing inexplicable issues on certain hardware/driver combinations. 2 years ago
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 d214976e1f - Applied correct macros to input and output texture definitions for HDRP support 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 564bd71f5a Added a workaround for the missing SetBufferData method in Unity 2020.x, which was still named SetComputeBufferData there. 2 years ago
Nico de Poel 66957fb73b Set constant buffer data as part of the command buffers, instead of immediately. 3 years ago
Nico de Poel 8b09078a0d Clear initial auto-exposure value to zero instead of negative one. Fixes black screen flashes on Metal when performing an accumulation reset. 3 years ago
Nico de Poel 2adbc10157 Reset atomic counter on any kind of reset, not just on first execution. Fixes black screen on Metal when performing a history reset. 3 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 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 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 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