23 Commits (501b1b063834aab9327cb81755ca686cd5c67fe7)

Author SHA1 Message Date
Nico de Poel 8b3a1a7545 Implemented auto-TCR generation feature in BiRP integration example 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 6dbf4b69e2 Added checks to avoid problems when an invalid render size is used 3 years ago
Nico de Poel 490a76986c Enable HDR by default and clarified the tooltip somewhat 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 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 644349b16b Respect output target texture's dimensions when determining render size and rescaling camera viewport. 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 1cc0de7c89 Moved Shader ID constants to a separate class file 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 eaecd40cc4 Set default scale value to 0.5 as that seems to work better in multiple contexts 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 416b501c15 Implemented screen scaling through camera viewport manipulation, done through the helper's LateUpdate. 3 years ago
Nico de Poel 05142da9ad Renamed Fsr2Controller to Fsr2ImageEffect, to make its purpose more clear. 3 years ago
Nico de Poel 0548c63800 Revert "Reintroduced the ability for FSR2 to output to a render texture again. Very basic for now." 3 years ago
Nico de Poel 9352192f29 Enable HDR when the camera it set for it 3 years ago
Nico de Poel bb24ed970b Reintroduced the ability for FSR2 to output to a render texture again. Very basic for now. 3 years ago
Nico de Poel bcfb4b6769 Check for HDR when selecting RT formats for opaque-only and final output. 3 years ago
Nico de Poel e57cc0468d Moved exposure, reactive and T&C inputs to OnPreCull, to make OnRenderImage as clean and simple as possible. 3 years ago
Nico de Poel 8668e0b3f6 Back to basics: allow FSR2 to only output directly to the backbuffer 3 years ago
Nico de Poel 8575800995 Allow customization of pre-exposure and exposure inputs 3 years ago
Nico de Poel feb65ef9b3 Enable auto-exposure by default, which is what the FSR2 docs recommend. 3 years ago
Nico de Poel 3ffbc0573e Implemented auto-exposure feature. 3 years ago
Nico de Poel 21d939cfd4 Use original camera pixel width and height to determine display size, so that cameras with non-standard viewport rects will work too. 3 years ago
Nico de Poel 341921bdda Perform camera scaling in OnPreCull, instead of OnPreRender. 3 years ago
Nico de Poel 92e360aa24 Implemented the debug checking upon dispatch from the original FSR2 source, with some Unity adaptations. 3 years ago
Nico de Poel 85829949f8 Made all inspector fields public, so that they can be easily accessed programmatically. 3 years ago
Nico de Poel 022eae95ef Added one more quality mode tier: ultra quality, which I felt was missing as an option. 3 years ago
Nico de Poel 17cc461613 Allow reactive mask and T&C mask to be provided through the inspector 3 years ago
Nico de Poel 8f1be6d3e6 Re-added transparency & composition parameter, even though we never use it and just fall back to the default reactivity mask, we officially support it as an input now. 3 years ago
Nico de Poel eade3d40ce Moved generate reactive parameters up in the source file, so it's close to where it's being used. 3 years ago
Nico de Poel 69da937fd7 Added some seemingly sensible ranges to the reactive mask parameters. 3 years ago
Nico de Poel d5e17958d6 I do think we want to use the jittered projection matrix for transparent rendering. Otherwise the reactive mask's inputs do not match. 3 years ago
Nico de Poel b7c49ea0e3 Allow reactive mask generation parameters to be set from the inspector. 3 years ago
Nico de Poel 44c5f2847d Release opaque-only input RT as soon as we're done with it. 3 years ago
Nico de Poel e887db581b Capture opaque-only input just before the forward alpha rendering pass, so that opaque image effects like color grading don't affect the reactive mask. 3 years ago
Nico de Poel 84b52c8853 Set non-jittered projection matrix before applying jittering, making motion vector jitter cancellation unnecessary. 3 years ago
Nico de Poel 070bd2704f Reordered inspector fields because I'm OCD like that 3 years ago
Nico de Poel 9647805dcc Copy opaque-only render buffer to a temporary texture as input for the reactive mask generator, and clean up the RT after FSR2 is done. 3 years ago
Nico de Poel 5ed7a5279b Progressed implementation of reactive mask generation pass. 3 years ago
Nico de Poel d47b8c78da Added option to enable FP16 from the scene 3 years ago