170 Commits (20a6d4a05705a192b1b60b9dc05f3b14ee7e9fff)
 

Author SHA1 Message Date
Nico de Poel 20a6d4a057 Removed unnecessary HDRP keyword from two shaders 3 years ago
Nico de Poel b136b864cd Updated README 3 years ago
Nico de Poel 53e8164f0e Clear the atomic counter used by the luminance pyramid pass. This fixes auto-exposure being broken and causing a black screen on some platforms (Xbox, OpenGL). 3 years ago
Nico de Poel 26cb485c30 Also use HDRP texture array workaround for opaque-only color input buffer 3 years ago
Nico de Poel 501b1b0638 Added workaround for HDRP using texture arrays for its camera buffers on some platforms 3 years ago
Nico de Poel 653b427c37 Commented out all experimental DXC-related pragmas, as these could sometimes cause shader compilation issues even when not enabled. 3 years ago
Nico de Poel 8b3a1a7545 Implemented auto-TCR generation feature in BiRP integration example 3 years ago
Nico de Poel ef20869c48 Added support for experimental auto-TCR generation pass 3 years ago
Nico de Poel a2d670d0f8 Added a dummy field to the main FSR2 constant buffer, to make it exactly 128 bytes long. This fixes a data alignment issue on iOS Metal. 3 years ago
Nico de Poel b1773de624 More textual fixes and corrections. 3 years ago
Nico de Poel fad865f8bc Went back to HDR being derived from camera HDR settings. Maybe not entirely correct, but definitely less error prone. 3 years ago
Nico de Poel 4ce471b4d8 More explanation and links 3 years ago
Nico de Poel 6dbf4b69e2 Added checks to avoid problems when an invalid render size is used 3 years ago
Nico de Poel bb0656c698 More textual changes and cropped the comparison image a bit 3 years ago
Nico de Poel 490a76986c Enable HDR by default and clarified the tooltip somewhat 3 years ago
Nico de Poel 4b07aaa4ae Added readme images, plus some minor textual changes and fixed links 3 years ago
Nico de Poel e89676809e First draft of readme markdown text 3 years ago
Nico de Poel 9f887a5c3c Check shader after loading it, throw an exception with a message on failure. This is better than having a random nullref happen, if the shaders cannot be loaded for whatever reason. 3 years ago
Nico de Poel b1a7f48abb Made HDR into an explicit toggle that can be set by the application, rather than a best guess based on the camera settings 3 years ago
Nico de Poel e335624ae1 Removed the backbuffer check, as it caused a false positive when a second overlay camera is active on top of the FSR2 output. 3 years ago
Nico de Poel 38cc3a83fd Don't validate input/output resources on reset, so the application has a way to prevent error messages when re-enabling a camera. 3 years ago
Nico de Poel 47d40fb71d More accurate representation of where SystemInfo.computeSubGroupSize is available 3 years ago
Nico de Poel 8c95269c69 Added explanatory comments to the helper script 3 years ago
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 6f422fb35d Added plain MIT license text file 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 61a10cbd09 Updated project to Unity 2021.3.21f1 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 b190b2993c Suppress a few common but harmless warnings in FFX's HLSL code. 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 279e294100 Replaced Post-Processing Stack V2 package from Unity repository with a local copy, so that we may make modifications to it 3 years ago
Nico de Poel cd8b9965d2 Added ambient occlusion and color grading effects for testing purposes. 3 years ago