13 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 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 f72e88af16 Clarified the lack of texture atomics support in Metal. 3 years ago
Nico de Poel d55e71e1f2 Added a section about dynamic resolution. 3 years ago
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. 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