28 Commits (97af0d9d8aaba3e8b1065f89beb0b163ff6515c3)
 

Author SHA1 Message Date
Nico de Poel 97af0d9d8a Changed auto-exposure texture into a double buffered resource (FSR2), 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. 9 months ago
Nico de Poel 834abd0f0e Ported changes from FidelityFX 1.1.4 9 months ago
Nico de Poel a7d2635477 Updated FSR package version number to 1.0.1 1 year ago
Nico de Poel cb42842275 Reorganized profiler sampling to work around issues in non-development builds on Unity 2020.x 1 year ago
Nico de Poel c82e131ee8 Backported auto-exposure reset value from FSR3 as part of the OpenGL black screen fix 1 year ago
Nico de Poel a1a037a8ec Ported auto-exposure initialization fix from FSR 3.1 over to FSR 2.2. Fixes black screen flashes on history reset in OpenGL on Nvidia GPUs. 1 year ago
Nico de Poel a063074772 Optimized multi-compile keywords based on which are actually used in each pass 1 year ago
Nico de Poel be76c9a138 Fixed FSR2 auto-exposure issue with OpenGL Core on Nvidia GPUs, most likely due to reading uninitialized texture data. 1 year ago
Nico de Poel b014f056ed Use a constant to determine the highest mip level that SPD can use on OpenGL Core, and ensure storing the pyramid values use the correct mip level 1 year ago
Nico de Poel f8f5f9077d Reduced number of SPD mip levels used by luma pyramid and shading change pyramid passes by one for OpenGL Core, to ensure they stay within the limit of 8 UAV bindings. 1 year ago
Nico de Poel 3dd791eb84 Changed velocity factor integration in a way that isn't stupid 1 year ago
Nico de Poel c4f82f7da3 Disabled Xbox Series-specific optimizations, as I have no way to test those right now and most likely they won't matter in Unity anyway 1 year ago
Nico de Poel 922e89f9fe Updated shaders to FSR 3.1.3: 1 year ago
Nico de Poel f5ad170590 Ported velocity factor and exposure clear value from FSR 3.1.1 code 1 year ago
Nico de Poel 1d891ad702 Updated shaders to FSR 2.3.2 and FSR 3.1.1 from FidelityFX SDK 1.1.1 1 year 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