Nico de Poel
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a063074772
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Optimized multi-compile keywords based on which are actually used in each pass
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1 year ago |
Nico de Poel
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be76c9a138
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Fixed FSR2 auto-exposure issue with OpenGL Core on Nvidia GPUs, most likely due to reading uninitialized texture data.
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1 year ago |
Nico de Poel
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b014f056ed
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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
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1 year ago |
Nico de Poel
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f8f5f9077d
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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.
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1 year ago |
Nico de Poel
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3dd791eb84
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Changed velocity factor integration in a way that isn't stupid
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1 year ago |
Nico de Poel
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c4f82f7da3
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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
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1 year ago |
Nico de Poel
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922e89f9fe
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Updated shaders to FSR 3.1.3:
- Color clamp now uses ellipsoid instead of AABB to help with ghosting streaks
- Moved velocity factor to a different section of the accumulate pass
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1 year ago |
Nico de Poel
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f5ad170590
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Ported velocity factor and exposure clear value from FSR 3.1.1 code
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1 year ago |
Nico de Poel
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1d891ad702
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Updated shaders to FSR 2.3.2 and FSR 3.1.1 from FidelityFX SDK 1.1.1
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1 year 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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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 |