86 Commits (8cd818a3d9833ef87223e43ff1f879936cbc6dc5)

Author SHA1 Message Date
Nico de Poel 8cd818a3d9 A bit of comment cleanup 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 9b83409c71 Added debug checks for input and output resources, either through direct assignment or through existing global texture bindings. 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 e5384a1b8b Let's call this High Quality instead of Ultra Quality. Ultra is a bit hyperbolic in this case. 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 54849cee0f Use RenderTargetIdentifier magic to bind UAV outputs to SRV inputs, making obsolete the monkey patching of shaders. 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
Nico de Poel 158d5bc176 Perform render scaling by manipulating the Camera viewport rect, which removes the need for a second game object and camera altogether. 3 years ago
Nico de Poel c1326fc261 Added some comments to the main FSR2 classes 3 years ago
Nico de Poel 62d1d41d2d Stripped Fsr2Dispatcher of most of its functionality, and moved it over to Fsr2Controller 3 years ago
Nico de Poel a9997e1a02 Moved Fsr2Dispatcher into Fsr2Controller source file and made it internal. Placed everything into the FidelityFX namespace. 3 years ago
Nico de Poel 747ac54528 Renaming SubsampleTest and Fsr2Controller to Fsr2Controller and Fsr2Dispatcher, respectively 3 years ago
Nico de Poel 8ceffcadd1 Further cleanup and small details 3 years ago
Nico de Poel 3de40f6fe6 Cleaned up Fsr2Controller ahead of major refactor 3 years ago
Nico de Poel bececcdbc1 Added a debug tool for dumping system info and making screenshots, and made the camera mover do something a little bit more interesting. 3 years ago
Nico de Poel 86c16e3694 - Replaced all input/output parameters with RenderTargetIdentifiers, allowing more flexibility in how these resources are assigned 3 years ago
Nico de Poel 776700e837 Allow input textures to be set outside of FSR2 context dispatch, opening up new avenues for optimizations. 3 years ago
Nico de Poel 1a0945a283 Allow FSR2 commands to be added to a CommandBuffer passed in externally 3 years ago
Nico de Poel f184be7b62 Some minor optimizations and cleanup 3 years ago
Nico de Poel 84c02a1110 ExecuteCommandBuffer needs to be done last, otherwise the commands to release temporary RTs won't be executed and they'll be cleared on the next frame. Oops. 3 years ago
Nico de Poel 903c2f71f3 Updated code to make it compatible with Unity 2020.1, i.e. the oldest version that's technically usable. 3 years ago
Nico de Poel 12b5791cd2 Enabled 16-bit floating point support by changing the unused 1D Texture option into an FP16 option, which makes its usage configurable by the game dev. 3 years ago
Nico de Poel 5a638974b6 Removed the Native quality mode option again. It doesn't actually look that good, and I'd like to keep the 0 enum value reserved for "Off" 3 years ago
Nico de Poel 6c15840df8 Fixed LUT data by using R32_SFloat format instead. Increases VRAM usage a bit but for these small LUTs that's okay. 3 years ago
Nico de Poel 141a4a8335 Added a bit of missing resource management 3 years ago
Nico de Poel e08a8f9c22 Playing around with resetting and recreating FSR context upon resolution or quality mode change. Seems to be working quite well. 3 years ago
Nico de Poel 0f584b1098 Implemented generate reactive pass, which can be used separately from the main FSR2 upscale process. 3 years ago
Nico de Poel e624b61ea5 Removed all of the TCR auto-generation stuff, as I have no intention of actually supporting this anytime soon 3 years ago
Nico de Poel dafae40776 Further tweaks to camera jitter parameters and now IT'S WORKING!! 🥳 3 years ago
Nico de Poel 25f1742728 Fixes to jitter which at least produces a stable picture now. Still not actually right, but making progress. 3 years ago
Nico de Poel 0f5f3d9a69 Bits and bobs 3 years ago
Nico de Poel 2440486872 Implemented resource clearing logic on first execution and reset 3 years ago
Nico de Poel 1ca5a36f3e Cleanup and minor details 3 years ago