Nico de Poel
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c31c462f7f
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Fixed Metal not getting compiled with texture array support, which broke HDRP support.
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5 months ago |
Nico de Poel
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419c82668a
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Updated package version number
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9 months ago |
Nico de Poel
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ef8a19887b
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(FSR3) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass.
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9 months ago |
Nico de Poel
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5bb38aa76d
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(FSR2) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass.
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9 months ago |
Nico de Poel
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fddefa8165
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Changed auto-exposure texture into a double buffered resource (FSR3), 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.
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9 months ago |
Nico de Poel
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97af0d9d8a
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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.
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9 months ago |
Nico de Poel
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834abd0f0e
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Ported changes from FidelityFX 1.1.4
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9 months ago |
Nico de Poel
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a7d2635477
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Updated FSR package version number to 1.0.1
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1 year ago |
Nico de Poel
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cb42842275
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Reorganized profiler sampling to work around issues in non-development builds on Unity 2020.x
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1 year ago |
Nico de Poel
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c82e131ee8
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Backported auto-exposure reset value from FSR3 as part of the OpenGL black screen fix
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1 year ago |
Nico de Poel
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a1a037a8ec
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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.
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1 year ago |
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 |