49 Commits (4282b10eb44de4cc5e0eb7edbd3e7c9e37c9e461)
 

Author SHA1 Message Date
Nico de Poel 4282b10eb4 Revert "Disabling inverted depth flag while I try to figure out what the correct way to deal with this is. For now, this fixes the broken disocclusion mask causing holes in the interpolated frame, which then get filled in with junk by the inpainting pass." 2 years ago
Nico de Poel 49d197e60f Disabling inverted depth flag while I try to figure out what the correct way to deal with this is. For now, this fixes the broken disocclusion mask causing holes in the interpolated frame, which then get filled in with junk by the inpainting pass. 2 years ago
Nico de Poel 32692053a4 Small cleanup 2 years ago
Nico de Poel 875b90f6ef Simplified backbuffer selection for interpolation source 2 years ago
Nico de Poel 4e29c3dfb4 Replaced allocating lambda expression with a regular method. 2 years ago
Nico de Poel 01eb878a3e Removed pointless dispatch count, when it's only used to check for first execution 2 years ago
Nico de Poel c215db4017 Removed a few TODOs for things that have been checked and seem fine 2 years ago
Nico de Poel 4b675d285e Modified inpainting pyramid passes to use a maximum of 7 mip levels. This allows the shaders to stay within the limit of 8 UAV bindings required by DX11.0, and gets rid of Unity's warnings and errors about breaking this limit. 2 years ago
Nico de Poel a72e842bee Fixed unintentional cap on SPD mip levels 2 years ago
Nico de Poel 279edd4429 Allocate double buffers only when async compute support is enabled 2 years ago
Nico de Poel 80d63d74fa Fixed mipmap bindings when going over the RT's mipmap count, and pick the correct backbuffer to copy for the next frame. 2 years ago
Nico de Poel 910621b019 Couple of tweaks to facilitate integration 2 years ago
Nico de Poel ec705e3d8d Implemented remaining dispatch code 2 years ago
Nico de Poel 28ca91c32f Implemented prepare process and started on main dispatch 2 years ago
Nico de Poel 1fab819f35 Implemented remaining passes 2 years ago
Nico de Poel 4cd63e62a8 Implemented a bunch more FI passes 2 years ago
Nico de Poel 57b78d7bac Implemented prepare (reconstruct and dilate) pass 2 years ago
Nico de Poel df9db23e6a Set up shader IDs and dispatch descriptions 2 years ago
Nico de Poel e9c46dfdd7 Set up pass classes and instances 2 years ago
Nico de Poel c9f6b3f29d Implemented resources and some initialization code and structs 2 years ago
Nico de Poel 88a7c95666 Added script meta files that weren't generated yet last time around 2 years ago
Nico de Poel e6c714c02e Set up initial skeleton for Frame Interpolation implementation 2 years ago
Nico de Poel 198f2725af Renamed namespaces for OF and FI to FrameGen. Logically groups the two together, and it avoids the need for awkward OpticalFlow.OpticalFlow.something references. 2 years ago
Nico de Poel eeb4095685 Reworked backbuffer transfer function parameter into a clearly designated enum 2 years ago
Nico de Poel 9a72a8f180 Implemented the remaining optical flow passes and fixed a few small issues. 2 years ago
Nico de Poel c74320613b Reworked multi-level double-buffered resources into arrays of arrays of render textures 2 years ago
Nico de Poel 0701d8bf52 Moved some helper methods to the static OpticalFlow class 2 years ago
Nico de Poel 4be784e427 Implemented passes up to and including SCD divergence 2 years ago
Nico de Poel 70121d1516 Implemented resources, shader IDs, the skeleton for all passes, setup and destruction, a bunch of helper methods and dispatch of the prepare luma pass. 2 years ago
Nico de Poel 07a7571935 Set up first skeleton for optical flow data structures and dispatching 2 years ago
Nico de Poel b11aa5e50d Added asset container scriptable objects for optical flow and frame interpolation shaders. 2 years ago
Nico de Poel 95e86b769f Added multi-compile keywords for frame interpolation shaders 2 years ago
Nico de Poel 941bf006a2 Added compute shaders for all frame interpolation passes, configured them to compile with DXC and wave operation support. 2 years ago
Nico de Poel 280bd41ac8 Added compute shaders for all optical flow passes, configured them to compile with DXC and wave operation support. 2 years ago
Nico de Poel c3165c9880 Merge branch 'master' into fsr3framegen 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 d0f6ddf019 Added FSR3 optical flow and frame interpolation shaders and headers, directly from the FidelityFX SDK. 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