25 Commits (328011f7baa9902a1e95eccfbb524476d9a6728b)
 

Author SHA1 Message Date
Nico de Poel 328011f7ba Added profiling samplers around the entire FSR2/3 process 2 years ago
Nico de Poel c5130f8236 Renamed frameIndex to bufferIndex 2 years ago
Nico de Poel 3e91f84cf8 Simplified handling of compute buffer data by wrapping it inside a helper class 2 years ago
Nico de Poel 19a74fee45 Created an abstract base class for context objects, with a few common helper methods 2 years ago
Nico de Poel c33ec9d4ed Further abstracted base pass class to allow for passes without shader keyword flags, and to allow custom kernel names. 2 years ago
Nico de Poel 7c923f8ce8 Renamed frameIndex to bufferIndex, which works in all contexts and makes it more clear that it'll be used as an array index 2 years ago
Nico de Poel 13b9b98318 Created additional extension methods to bind various compute shader resources, to make the dispatching code a lot more straightforward. 2 years ago
Nico de Poel 15b380eebf Abstracted some of the common pass code into a new base class for passes. 2 years ago
Nico de Poel 2d446333c1 Created additional shared helped methods for creating lookup textures and the Lanczos2 LUT 2 years ago
Nico de Poel 3bb3d78610 Refactored resource creation to make use of shared helped methods 2 years ago
Nico de Poel 6219d6159d Moved all create/destroy methods for various types of resources to a new common base class 2 years ago
Nico de Poel 9f06f24943 Moved a number of shared static helper methods to a new FfxUtils class 2 years ago
Nico de Poel 66da324538 Added package license 2 years ago
Nico de Poel 982fa67761 Removed unused debug blit shader and renamed some remnants of FSR 3.0 Upscaler back to FSR 2 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 2ab4c934bd Properly release the new intermediate temp RT 2 years ago
Nico de Poel fd02cc6b15 Consolidated farthest depth and luma instability RTs into a single reusable intermediate temp RT, as suggested by the reference implementation. 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 5703e106fe Consolidated texture array-related keywords into a single RP-agnostic global keyword that can be enabled from the HDRP integration. 2 years ago
Nico de Poel 87f615fd3b Added keyword for disabling texture arrays, which is required to make single pass instanced rendering (i.e. XR stereo) work properly. 2 years ago
Nico de Poel 0a7b36e7a3 Reduced shader multi-compile keywords based on what's actually used inside the shader code. 2 years ago
Nico de Poel da7cd89e68 Consolidated all FSR asmdefs into a single one 2 years ago
Nico de Poel 4fa1ea8563 Changed asmdef filenames to their definitive camel cased versions 2 years ago
Nico de Poel 17f73d826e Changed asmdef filenames to something uppercase and temporarily different because Git is being weird 2 years ago
Nico de Poel f2cb2c5116 First import of combined FSR2/3 core assets package 2 years ago