- Using texture arrays is now a boolean flag that can be set on dispatch, removing the need for HDRP-specific checks inside the FSR3 code and shaders.
- Debug view shader is no longer conditionally included.
- Reduced the number of multi-compile variants by removing unused keywords for each shader.
- Optimized temporary RT use; two resources can reuse the same generic intermediate temp RT.
- Reorganized some of the shader code to work nicer with the rest of the FidelityFX SDK sources.
This gives more control to the application about how shaders are loaded/unloaded, and it fits in much more nicely with PPV2's resources.
Shaders are currently just serialized as part of the scene component, which isn't the optimal solution yet.
- 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!