9 Commits (34598f39008485fc92f7167ba73aaf4d865b2509)

Author SHA1 Message Date
Nico de Poel 34598f3900 Moved default exposure and reactive resources to Fsr2Context 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 b15e3b9c39 Use temporary render textures for storing color, depth and motion vectors copied from the game camera. 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 1b41f6b2d7 Provide pipelines with the entire context description, which makes intiialization a bit simpler. Also provide it when registering resources so that the corrext *max* render size can be used. Started on the reconstruct depth pipeline. 3 years ago
Nico de Poel 9489a19cd8 Progress on managing resources. Compute luminance pyramid shader is starting to do something. 3 years ago
Nico de Poel 4d6a47a03c Reworked creation and dispatch to use description classes to pass parameters, designed similar to how the original FSR2 library does things, but adapted slightly to fit the Unity context. 3 years ago
Nico de Poel fc233b935f Moved all compute shader-related code to the Fsr2Context class, renamed FSR2Thing to Fsr2Controller and made the callbacks a static field in the Fsr2 class. 3 years ago