Nico de Poel
4ad9853a05
- Moved ResourceView into its own source file.
- 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.
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
c6912f3ffa
Fixes for prepare inputs, prepare reactivity and luma instability passes.
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
Nico de Poel
d48c7a200d
Added FSR3 HLSL shader code with initial batch of Unity .compute wrappers
2 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
ef20869c48
Added support for experimental auto-TCR generation pass
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
06a2658080
More renaming
3 years ago
Nico de Poel
f429de28fb
Enabled DXC shader compiler on supported platforms, and use it to enable native 16-bit and wave operations where possible.
Moved common defines, pragmas and hacks into a new shared header file.
3 years ago
Nico de Poel
54849cee0f
Use RenderTargetIdentifier magic to bind UAV outputs to SRV inputs, making obsolete the monkey patching of shaders.
Also reorganized the SRV/UAV names to match the ordering from the FSR2 source.
3 years ago
Nico de Poel
56da810b50
Implemented lock pass
3 years ago
Nico de Poel
913c5879fa
Started work on luminance pyramid and acculumate pipelines.
Added keywords for customization options to the compute shaders using multi_compile_local.
3 years ago
Nico de Poel
9b768e2c2f
- Added Unity wrappers for all FSR2 compute shaders
- Experimented with alternate compilation options for RCAS shader
3 years ago