43 Commits (c215db401706c7b48271e5b0a429787d511bd23d)
 

Author SHA1 Message Date
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