1 Commits (fsr3.1)

Author SHA1 Message Date
Nico de Poel 8e879726d7 Split the FSR3 shaders aggregate class from the scriptable object part. This allows the shader references to be serialized as a single asset still, but also for them to be embedded inline inside of a different scriptable object (for PPV2) 2 years ago
Nico de Poel d3d608c95e Moved shaders from Resources to a regular Shaders folder, discouraging the use of always-included Resources for non-trivial assets. 2 years ago
Nico de Poel bd98fdf00d Turned shaders aggregate into a scriptable object, with a default asset instance that automatically resets to look up the correct shader references. 2 years ago
Nico de Poel 79046f40b3 Added a sample scene with two cameras, one upscaling and outputting to a render texture, the other applying post-FX and outputting to the display. 3 years ago
Nico de Poel 0db7773ed9 Added a helper script to allow OnPreCull to happen at a different location in the camera stack from the image effect script. 3 years ago
Nico de Poel 6bc6d69fb4 Added initial implementation of post-processing stack effect for FSR2, with a new scene to test it in. 3 years ago
Nico de Poel 19d9debdc6 Added example assets 3 years ago
Nico de Poel 0bdc75ff08 First import of Unity FSR2 test project on built-in render pipeline: 3 years ago