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Nico de Poel c31c462f7f Fixed Metal not getting compiled with texture array support, which broke HDRP support. 5 months ago
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Fsr3ShaderIDs.cs 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
Fsr3ShaderIDs.cs.meta First import of combined FSR2/3 core assets package 2 years ago
Fsr3Upscaler.cs Ported changes from FidelityFX 1.1.4 9 months ago
Fsr3Upscaler.cs.meta First import of combined FSR2/3 core assets package 2 years ago
Fsr3UpscalerAssets.cs 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
Fsr3UpscalerAssets.cs.meta First import of combined FSR2/3 core assets package 2 years ago
Fsr3UpscalerCallbacks.cs 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
Fsr3UpscalerCallbacks.cs.meta First import of combined FSR2/3 core assets package 2 years ago
Fsr3UpscalerContext.cs (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. 9 months ago
Fsr3UpscalerContext.cs.meta First import of combined FSR2/3 core assets package 2 years ago
Fsr3UpscalerPass.cs (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. 9 months ago
Fsr3UpscalerPass.cs.meta First import of combined FSR2/3 core assets package 2 years ago
Fsr3UpscalerResources.cs 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. 9 months ago
Fsr3UpscalerResources.cs.meta First import of combined FSR2/3 core assets package 2 years ago