10 Commits (srp)

Author SHA1 Message Date
Nico de Poel d6ab273f8b Reworked SPD atomic counter to use a compute buffer (which has atomic operations available on Metal) instead of a one-pixel read/write texture. 3 weeks ago
Nico de Poel ddd3e57daf Added Core SRP dependency, updated some code to Unity 6.7 standards, and updated copyright year for modified files. 3 weeks ago
Nico de Poel ef8a19887b (FSR3) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass. 2 years ago
Nico de Poel fddefa8165 Changed auto-exposure texture into a double buffered resource (FSR3), to avoid issues with reading and writing to the same texture in the compute luminance pass. This allows fast exposure convergence without issues on OpenGL and Metal. 2 years ago
Nico de Poel 834abd0f0e Ported changes from FidelityFX 1.1.4 2 years ago
Nico de Poel 3dd791eb84 Changed velocity factor integration in a way that isn't stupid 2 years ago
Nico de Poel f5ad170590 Ported velocity factor and exposure clear value from FSR 3.1.1 code 2 years ago
Nico de Poel bbe7290356 Moved FSR2 and FSR3 classes into their own sub-namespaces. This fixes an ambiguity when compiling for Unity 2020.x and is also more future-proof with an eye on porting over more FidelityFX technologies. 2 years ago
Nico de Poel 60f1f1ea37 Moved nasty texture array keyword business into the dispatch logic and exposed it as a simple boolean parameter. 2 years ago
Nico de Poel f2cb2c5116 First import of combined FSR2/3 core assets package 2 years ago