120 Commits (0837aa50cbe4c2c7839560e461d9f4e39dd6a4a8)

Author SHA1 Message Date
Nico de Poel 0837aa50cb Removed the separate output color/depth render texture parameter, as it was very much redundant. 3 years ago
Nico de Poel f38b37cb2d Changed DefaultFormat into a method and placed it next to the other helper methods 3 years ago
Nico de Poel bfa9d5196a Made Callbacks into a property and just use rounding to int for dealing with floating point inaccuracies. 3 years ago
Nico de Poel 73fa30927b Got rid of the global callbacks thing and made callbacks a local field of the Fsr2ImageEffect script. 3 years ago
Nico de Poel f6da12c854 Brought back Ultra Quality mode (1.2x) scale, likely for good this time. 3 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 644349b16b Respect output target texture's dimensions when determining render size and rescaling camera viewport. 3 years ago
Nico de Poel e0027ed77a Added MIT license header to every source file, similar to the FFX FSR2 codebase 3 years ago
Nico de Poel 495350f569 Allow outputting to a user-provided color + depth buffer and optionally a motion vectors buffer. 3 years ago
Nico de Poel 1c030377c0 Reshufled some code so that if the initialization process fails for some reason, we don't leave the scene behind in a messed up state. 3 years ago
Nico de Poel ce9a64cba5 Figured out a way to support cameras with target textures, that avoids errors about depth buffer mismatch. 3 years ago
Nico de Poel 1cc0de7c89 Moved Shader ID constants to a separate class file 3 years ago
Nico de Poel 1ff980bea9 Changing my mind yet again about directory names 3 years ago
Nico de Poel 03fd58cb5a Check for compute shader support when enabling FSR2, and moved debug checking flag to default context creation method. 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 d02fc3cec1 Eliminated High Quality and Native modes again because you know what? AMD were right with their presets. 3 years ago
Nico de Poel eaecd40cc4 Set default scale value to 0.5 as that seems to work better in multiple contexts 3 years ago
Nico de Poel 06a2658080 More renaming 3 years ago
Nico de Poel 3e31950d56 Changed Fsr2Callbacks into an interface + base implementation 3 years ago
Nico de Poel da651c3d6f Moved some files 3 years ago
Nico de Poel ee4d2d43ae Use render size for motion vector scale, since we are rendering them at lower resolution. 3 years ago
Nico de Poel d232e3e07b Removed separate command buffer for binding input buffers, which really wasn't needed anymore. 3 years ago
Nico de Poel 178d9131af Implemented most of the FSR2 dispatch. It seems to be doing the right things in the background. 3 years ago
Nico de Poel d847999e44 Implemented remaining settings and parameters 3 years ago
Nico de Poel 416b501c15 Implemented screen scaling through camera viewport manipulation, done through the helper's LateUpdate. 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 05142da9ad Renamed Fsr2Controller to Fsr2ImageEffect, to make its purpose more clear. 3 years ago
Nico de Poel 0548c63800 Revert "Reintroduced the ability for FSR2 to output to a render texture again. Very basic for now." 3 years ago
Nico de Poel 9352192f29 Enable HDR when the camera it set for it 3 years ago
Nico de Poel bb24ed970b Reintroduced the ability for FSR2 to output to a render texture again. Very basic for now. 3 years ago
Nico de Poel bcfb4b6769 Check for HDR when selecting RT formats for opaque-only and final output. 3 years ago
Nico de Poel e57cc0468d Moved exposure, reactive and T&C inputs to OnPreCull, to make OnRenderImage as clean and simple as possible. 3 years ago
Nico de Poel 8668e0b3f6 Back to basics: allow FSR2 to only output directly to the backbuffer 3 years ago
Nico de Poel 8575800995 Allow customization of pre-exposure and exposure inputs 3 years ago
Nico de Poel 8cd818a3d9 A bit of comment cleanup 3 years ago
Nico de Poel feb65ef9b3 Enable auto-exposure by default, which is what the FSR2 docs recommend. 3 years ago
Nico de Poel 3ffbc0573e Implemented auto-exposure feature. 3 years ago
Nico de Poel 21d939cfd4 Use original camera pixel width and height to determine display size, so that cameras with non-standard viewport rects will work too. 3 years ago
Nico de Poel 341921bdda Perform camera scaling in OnPreCull, instead of OnPreRender. 3 years ago
Nico de Poel 9b83409c71 Added debug checks for input and output resources, either through direct assignment or through existing global texture bindings. 3 years ago
Nico de Poel 92e360aa24 Implemented the debug checking upon dispatch from the original FSR2 source, with some Unity adaptations. 3 years ago
Nico de Poel 85829949f8 Made all inspector fields public, so that they can be easily accessed programmatically. 3 years ago
Nico de Poel e5384a1b8b Let's call this High Quality instead of Ultra Quality. Ultra is a bit hyperbolic in this case. 3 years ago
Nico de Poel 022eae95ef Added one more quality mode tier: ultra quality, which I felt was missing as an option. 3 years ago
Nico de Poel 17cc461613 Allow reactive mask and T&C mask to be provided through the inspector 3 years ago
Nico de Poel 8f1be6d3e6 Re-added transparency & composition parameter, even though we never use it and just fall back to the default reactivity mask, we officially support it as an input now. 3 years ago
Nico de Poel eade3d40ce Moved generate reactive parameters up in the source file, so it's close to where it's being used. 3 years ago
Nico de Poel 54849cee0f Use RenderTargetIdentifier magic to bind UAV outputs to SRV inputs, making obsolete the monkey patching of shaders. 3 years ago
Nico de Poel 69da937fd7 Added some seemingly sensible ranges to the reactive mask parameters. 3 years ago
Nico de Poel d5e17958d6 I do think we want to use the jittered projection matrix for transparent rendering. Otherwise the reactive mask's inputs do not match. 3 years ago