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