21 Commits (4ad9853a05d395f8ff3d726664f69df431bf6b56)

Author SHA1 Message Date
Nico de Poel 4ad9853a05 - Moved ResourceView into its own source file. 2 years ago
Nico de Poel 428aaa20a7 Implemented macros for SRV/UAV resource definitions that need to support texture arrays in HDRP 2 years ago
Nico de Poel e8f69d6030 Small bits 2 years ago
Nico de Poel 3a65d37c41 Implemented debug view pass 2 years ago
Nico de Poel 386df536e9 Once again disabled native plugin settings for all header include files 2 years ago
Nico de Poel befab81785 Added all multi_compile variants to all (new) shader passes. We'll have to figure out later which permutations are actually necessary per shader. 2 years ago
Nico de Poel e61198fe01 Readded type definitions for Unity HDRP and/or PSSL support. 2 years ago
Nico de Poel 16af3cada0 Fixed compiler warnings in shading change pyramid shader 2 years ago
Nico de Poel d32afe5f90 Added shading change and shading change pyramid passes. All FSR 3.1 shader passes are now compiling. 2 years ago
Nico de Poel 9d99cb157a Fixes for TCR auto-gen pass 2 years ago
Nico de Poel 83304de177 Removed unnecessary GLSL file 2 years ago
Nico de Poel c6912f3ffa Fixes for prepare inputs, prepare reactivity and luma instability passes. 2 years ago
Nico de Poel a5a2c8784d Fixes for luminance pyramid pass and gen reactive pass 2 years ago
Nico de Poel 0ab4f99e13 Fixes for accumulate pass 2 years ago
Nico de Poel c7c640565b First import of new FSR 3.1 shader sources. Does not compile yet. 2 years ago
Nico de Poel e0cfed7f99 Prevent Unity from treating FFX shader include headers as native plugin code. 2 years ago
Nico de Poel 72f2aa9da2 HDRP-ified input reactive and T&C masks, which is necessary to make them work inside of HDRP's current upscaling framework 2 years ago
Nico de Poel 69edeb8962 RCAS shader needs an HDRP switch as well, now that the final output image can be a texture array too. 2 years ago
Nico de Poel cd8bc8ddba Removed empty parantheses from macro definition, as it breaks the Unity 2020.1 shader compiler. 2 years ago
Nico de Poel 8e879726d7 Split the FSR3 shaders aggregate class from the scriptable object part. This allows the shader references to be serialized as a single asset still, but also for them to be embedded inline inside of a different scriptable object (for PPV2) 2 years ago
Nico de Poel d3d608c95e Moved shaders from Resources to a regular Shaders folder, discouraging the use of always-included Resources for non-trivial assets. 2 years ago