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Nico de Poel 49d197e60f Disabling inverted depth flag while I try to figure out what the correct way to deal with this is. For now, this fixes the broken disocclusion mask causing holes in the interpolated frame, which then get filled in with junk by the inpainting pass. 2 years ago
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OpticalFlow.cs Couple of tweaks to facilitate integration 2 years ago
OpticalFlow.cs.meta Set up first skeleton for optical flow data structures and dispatching 2 years ago
OpticalFlowAssets.cs 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
OpticalFlowAssets.cs.meta Added asset container scriptable objects for optical flow and frame interpolation shaders. 2 years ago
OpticalFlowContext.cs Couple of tweaks to facilitate integration 2 years ago
OpticalFlowContext.cs.meta Set up first skeleton for optical flow data structures and dispatching 2 years ago
OpticalFlowPass.cs 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
OpticalFlowPass.cs.meta 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
OpticalFlowResources.cs Couple of tweaks to facilitate integration 2 years ago
OpticalFlowResources.cs.meta 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
OpticalFlowShaderIDs.cs 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
OpticalFlowShaderIDs.cs.meta 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