Nico de Poel
13eb24289e
Initial implementation of accumulation pass. It's doing... something but it's definitely not correct yet.
Changed scene luminance into a persistent RT, since that makes it easier to control mipmaps and bind specific mip levels.
3 years ago
Nico de Poel
56da810b50
Implemented lock pass
3 years ago
Nico de Poel
4801535236
Removed shader that was made obsolete as part of FSR 2.2
3 years ago
Nico de Poel
934a3d60fa
Implemented depth clip pass. Solved the problem of UAV/SRV name mismatch by monkey-patching the relevant shaders. Added default reactive mask.
3 years ago
Nico de Poel
2f5eaf48ba
Bit of cleanup and moving stuff around
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
ee13551bb7
Removed GLSL shader files as we don't actually use those, and to reduce clutter.
3 years ago
Nico de Poel
9489a19cd8
Progress on managing resources. Compute luminance pyramid shader is starting to do something.
Also looked at the Lanczos LUT resource and ran into some roadblocks there.
3 years ago
Nico de Poel
913c5879fa
Started work on luminance pyramid and acculumate pipelines.
Added keywords for customization options to the compute shaders using multi_compile_local.
3 years ago
Nico de Poel
b89de25b10
Tweaks to make the FSR2 shaders compile on PS4/5 platforms.
FFX_HALF doesn't seem to be a thing in FSR 2.2 anymore anyway, so might as well keep that disabled.
3 years ago
Nico de Poel
a64795dd4f
Added Unity compute shader for the new experimental Transparency/Composition/Reactive auto-generation feature from FSR 2.2
3 years ago
Nico de Poel
a6abcbb788
Fixed a couple of issues in the FSR 2.2 shader sources
3 years ago
Nico de Poel
38a2164a52
Updated shader sources to FSR 2.2
3 years ago
Nico de Poel
447ae35772
- Added SPD constants buffer used by luminance pass
- Started code reorganization: added a callbacks class for things that need to be customizable by the gamedev
3 years ago
Nico de Poel
9b768e2c2f
- Added Unity wrappers for all FSR2 compute shaders
- Experimented with alternate compilation options for RCAS shader
3 years ago
Nico de Poel
8b5395acd8
Reorganized shader files: FSR2 shaders are now copied directly into the project without alterations, Unity wrappers are located in an FSR2 folder.
3 years ago
Nico de Poel
79d8aa49b6
- Implemented main FSR2 constants buffer, which now supplies the pre-exposure value to the RCAS shader.
- Converted thread groups calculation from FSR2 code
3 years ago
Nico de Poel
b5f324eb25
- Simplified Unity RCAS shader to basically just a few defines and a direct import of the original FSR2 shader code.
- Implemented 1x1 exposure texture and bound it to the compute shader.
- Implemented RCAS config data set with precomputed values (so we don't have to do any unsafe float-to-int conversions), apply it to a constant buffer, and made sharpness available as a slider in the inspector.
3 years ago
Nico de Poel
0bdc75ff08
First import of Unity FSR2 test project on built-in render pipeline:
- Yoinked a bunch of code from MadGoat SSAA to build a custom render scaler
- Added a simple shader to check some of the render buffers during upscaling
- Successfully ported the RCAS compute shader from the FSR2 project into Unity!
3 years ago