11 Commits (43e0f15ab88471c98af795a8693ab28f890aa002)

Author SHA1 Message Date
Nico de Poel 43e0f15ab8 Made the pass classes sealed, which is a more sensible way to please the compiler about using virtual methods inside constructors. 2 years ago
Nico de Poel 371743ca70 Applied in-parameter for context and dispatch descriptions more consistently 2 years ago
Nico de Poel b565ca029f Made flags a field of the FfxPassWithFlags class, obviating the need to hold on to a context description copy, or the need to pass flags around. 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 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 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 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 f2cb2c5116 First import of combined FSR2/3 core assets package 2 years ago