Nico de Poel
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4be784e427
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Implemented passes up to and including SCD divergence
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2 years ago |
Nico de Poel
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70121d1516
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Implemented resources, shader IDs, the skeleton for all passes, setup and destruction, a bunch of helper methods and dispatch of the prepare luma pass.
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2 years ago |
Nico de Poel
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07a7571935
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Set up first skeleton for optical flow data structures and dispatching
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2 years ago |
Nico de Poel
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b11aa5e50d
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Added asset container scriptable objects for optical flow and frame interpolation shaders.
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2 years ago |
Nico de Poel
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95e86b769f
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Added multi-compile keywords for frame interpolation shaders
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2 years ago |
Nico de Poel
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941bf006a2
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Added compute shaders for all frame interpolation passes, configured them to compile with DXC and wave operation support.
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2 years ago |
Nico de Poel
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280bd41ac8
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Added compute shaders for all optical flow passes, configured them to compile with DXC and wave operation support.
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2 years ago |
Nico de Poel
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c3165c9880
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Merge branch 'master' into fsr3framegen
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2 years ago |
Nico de Poel
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66da324538
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Added package license
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2 years ago |
Nico de Poel
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982fa67761
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Removed unused debug blit shader and renamed some remnants of FSR 3.0 Upscaler back to FSR 2
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2 years ago |
Nico de Poel
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d0f6ddf019
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Added FSR3 optical flow and frame interpolation shaders and headers, directly from the FidelityFX SDK.
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2 years ago |
Nico de Poel
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bbe7290356
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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.
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2 years ago |
Nico de Poel
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2ab4c934bd
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Properly release the new intermediate temp RT
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2 years ago |
Nico de Poel
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fd02cc6b15
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Consolidated farthest depth and luma instability RTs into a single reusable intermediate temp RT, as suggested by the reference implementation.
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2 years ago |
Nico de Poel
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60f1f1ea37
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Moved nasty texture array keyword business into the dispatch logic and exposed it as a simple boolean parameter.
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2 years ago |
Nico de Poel
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5703e106fe
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Consolidated texture array-related keywords into a single RP-agnostic global keyword that can be enabled from the HDRP integration.
This also removes the need for the core FSR code to check the current render pipeline and hack in a special HDRP mode.
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2 years ago |
Nico de Poel
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87f615fd3b
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Added keyword for disabling texture arrays, which is required to make single pass instanced rendering (i.e. XR stereo) work properly.
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2 years ago |
Nico de Poel
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0a7b36e7a3
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Reduced shader multi-compile keywords based on what's actually used inside the shader code.
Still a bit unsure about this but I'm not seeing any obvious problems.
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2 years ago |
Nico de Poel
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da7cd89e68
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Consolidated all FSR asmdefs into a single one
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2 years ago |
Nico de Poel
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4fa1ea8563
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Changed asmdef filenames to their definitive camel cased versions
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2 years ago |
Nico de Poel
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17f73d826e
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Changed asmdef filenames to something uppercase and temporarily different because Git is being weird
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2 years ago |
Nico de Poel
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f2cb2c5116
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First import of combined FSR2/3 core assets package
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2 years ago |