8 Commits (1cc0de7c8953a699c235c5d268527aaa043d92c9)

Author SHA1 Message Date
Nico de Poel 1cc0de7c89 Moved Shader ID constants to a separate class file 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 eaecd40cc4 Set default scale value to 0.5 as that seems to work better in multiple contexts 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 416b501c15 Implemented screen scaling through camera viewport manipulation, done through the helper's LateUpdate. 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 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 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 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 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
Nico de Poel b7c49ea0e3 Allow reactive mask generation parameters to be set from the inspector. 3 years ago
Nico de Poel 44c5f2847d Release opaque-only input RT as soon as we're done with it. 3 years ago
Nico de Poel e887db581b Capture opaque-only input just before the forward alpha rendering pass, so that opaque image effects like color grading don't affect the reactive mask. 3 years ago
Nico de Poel 84b52c8853 Set non-jittered projection matrix before applying jittering, making motion vector jitter cancellation unnecessary. 3 years ago
Nico de Poel 070bd2704f Reordered inspector fields because I'm OCD like that 3 years ago
Nico de Poel 9647805dcc Copy opaque-only render buffer to a temporary texture as input for the reactive mask generator, and clean up the RT after FSR2 is done. 3 years ago
Nico de Poel 5ed7a5279b Progressed implementation of reactive mask generation pass. 3 years ago
Nico de Poel d47b8c78da Added option to enable FP16 from the scene 3 years ago
Nico de Poel 158d5bc176 Perform render scaling by manipulating the Camera viewport rect, which removes the need for a second game object and camera altogether. 3 years ago
Nico de Poel c1326fc261 Added some comments to the main FSR2 classes 3 years ago
Nico de Poel 62d1d41d2d Stripped Fsr2Dispatcher of most of its functionality, and moved it over to Fsr2Controller 3 years ago
Nico de Poel a9997e1a02 Moved Fsr2Dispatcher into Fsr2Controller source file and made it internal. Placed everything into the FidelityFX namespace. 3 years ago
Nico de Poel 747ac54528 Renaming SubsampleTest and Fsr2Controller to Fsr2Controller and Fsr2Dispatcher, respectively 3 years ago
Nico de Poel 3de40f6fe6 Cleaned up Fsr2Controller ahead of major refactor 3 years ago
Nico de Poel 86c16e3694 - Replaced all input/output parameters with RenderTargetIdentifiers, allowing more flexibility in how these resources are assigned 3 years ago
Nico de Poel 776700e837 Allow input textures to be set outside of FSR2 context dispatch, opening up new avenues for optimizations. 3 years ago
Nico de Poel f184be7b62 Some minor optimizations and cleanup 3 years ago
Nico de Poel 903c2f71f3 Updated code to make it compatible with Unity 2020.1, i.e. the oldest version that's technically usable. 3 years ago
Nico de Poel 12b5791cd2 Enabled 16-bit floating point support by changing the unused 1D Texture option into an FP16 option, which makes its usage configurable by the game dev. 3 years ago
Nico de Poel 5a638974b6 Removed the Native quality mode option again. It doesn't actually look that good, and I'd like to keep the 0 enum value reserved for "Off" 3 years ago
Nico de Poel e08a8f9c22 Playing around with resetting and recreating FSR context upon resolution or quality mode change. Seems to be working quite well. 3 years ago
Nico de Poel dafae40776 Further tweaks to camera jitter parameters and now IT'S WORKING!! 🥳 3 years ago
Nico de Poel 25f1742728 Fixes to jitter which at least produces a stable picture now. Still not actually right, but making progress. 3 years ago