12 Commits (0f5f3d9a690adb9b7942a991bcb4449604be2206)

Author SHA1 Message Date
Nico de Poel 0f5f3d9a69 Bits and bobs 3 years ago
Nico de Poel c0a3b81d84 Simplified gathering of color, depth and motion vector RTs by using the game camera texture directly, and blitting just before dispatch. 3 years ago
Nico de Poel d607b1bf5a Apply jitter offset to dispatch parameters 3 years ago
Nico de Poel 2f5eaf48ba Bit of cleanup and moving stuff around 3 years ago
Nico de Poel b15e3b9c39 Use temporary render textures for storing color, depth and motion vectors copied from the game camera. 3 years ago
Nico de Poel 834c396321 Color, depth and motion vectors are now provided as regular texture inputs to the compute shaders, by blitting them from the game camera ahead of time. 3 years ago
Nico de Poel 4d6a47a03c Reworked creation and dispatch to use description classes to pass parameters, designed similar to how the original FSR2 library does things, but adapted slightly to fit the Unity context. 3 years ago
Nico de Poel fc233b935f Moved all compute shader-related code to the Fsr2Context class, renamed FSR2Thing to Fsr2Controller and made the callbacks a static field in the Fsr2 class. 3 years ago
Nico de Poel 1aa6e1f90d Reorganization: created new class for main FSR2 entry points, enums and helper functions. Created a stub Fsr2Context class. Moved jitter helper functions into main FSR2 class. Translated a couple more helper functions. 3 years ago
Nico de Poel 447ae35772 - Added SPD constants buffer used by luminance pass 3 years ago
Nico de Poel 79d8aa49b6 - Implemented main FSR2 constants buffer, which now supplies the pre-exposure value to the RCAS shader. 3 years ago
Nico de Poel 0bdc75ff08 First import of Unity FSR2 test project on built-in render pipeline: 3 years ago