Nico de Poel
aca067bff0
Updated debug checks
2 years ago
Nico de Poel
4a18c3a6c4
Defined the new passes in code and renamed some of the old ones
2 years ago
Nico de Poel
6c024407cb
Defined all of the resources needed for FSR 3.1, left the old stuff intact for now so it still compiles.
2 years ago
Nico de Poel
3cd8b41224
Updated upscaler constants definition and implemented modifications to the constants setup function.
2 years ago
Nico de Poel
0e481544bf
Updated shader assets names and references for the new collection of passes.
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
b03217eebd
Initial update of dispatch parameters and enums for FSR 3.1
2 years ago
Nico de Poel
d21b57083b
Fixed potential nullref when Destroy gets called repeatedly
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
8b4a7fd78f
Correctly destroy resources when not in play mode
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
0de545b77e
Resource management section is gone, remove it from the TOC
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
3de6d74762
Official docs are on GPUOpen site now, not Github.
2 years ago
Nico de Poel
941c04fe63
One more updated screenshot and added a small bit about the Assets object.
2 years ago
Nico de Poel
e3d36585ef
Fixed aspect ratio in image effect helper too
2 years ago
Nico de Poel
b432c73943
Updated screenshots for FSR3
2 years ago
Nico de Poel
b8a92ef298
Added missing images for README
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
f3b68256aa
Removed the section about shader loading callbacks, plus a few minor adjustments.
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
734770b75e
Callbacks don't need to be passed to the FSR3 Context anymore.
2 years ago
Nico de Poel
2d05d08f86
Added the ability to clone the shaders, in case multiple FSR3 instances with different configurations are needed.
2 years ago
Nico de Poel
fdcc85355c
Try our best to ensure a shaders asset is assigned to the image effect component.
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
bd98fdf00d
Turned shaders aggregate into a scriptable object, with a default asset instance that automatically resets to look up the correct shader references.
2 years ago
Nico de Poel
7b8bb02e93
Updated README to be more consistent in the use of the word Upscaler vs. Upscaling
2 years ago
Nico de Poel
84e5e72ab7
Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks.
This gives more control to the application about how shaders are loaded/unloaded, and it fits in much more nicely with PPV2's resources.
Shaders are currently just serialized as part of the scene component, which isn't the optimal solution yet.
2 years ago
Nico de Poel
13910c8687
Moved ResourceView out of the Fsr3Upscaler class and into the FidelityFX namespace, making usages of ResourceView a lot cleaner.
ResourceView is also generic enough that it could/should be reused for any other FidelityFX effects, so this move makes sense.
2 years ago
Nico de Poel
9fddd7e414
Updated links to refer to the documentation on the GPUOpen site.
2 years ago
Nico de Poel
dc0c60ebba
Updated README to say FSR3 Upscaling/Upscaler instead of FSR2, and with new links to the AMD FidelityFX Github page on the FSR3 release branch.
2 years ago
Nico de Poel
ebb9d84171
Rename FSR2 to FSR3 Upscaler, part 3: missing bits.
2 years ago
Nico de Poel
9854cd1279
Rename FSR2 to FSR3 Upscaler, part 2: class and file names.
2 years ago
Nico de Poel
226884b8f5
Removed old FSR2 shader code
2 years ago
Nico de Poel
62a924ae83
Rename FSR2 to FSR3 Upscaler, part 1: strings and comments.
2 years ago
Nico de Poel
d79b84d0ed
Fixed warning in luminance pyramid pass when FP16 is enabled
2 years ago
Nico de Poel
c2f397892f
Forward ported TCR autogen pass to fit in with the rest of the FSR3 shader code
2 years ago
Nico de Poel
c83c3e5805
Cleaned up compute shader initialization, as the Nvidia-specific FP16 exception for the accumulate stage doesn't seem to be required anymore.
2 years ago
Nico de Poel
f7559480ec
Reinstated experimental DXC pragmas, Metal texture atomics hack, and HDRP overrides for texture array declarations and sampling.
2 years ago
Nico de Poel
6e20557253
Ported clearing code for reconstructed depth buffer, which is new in FSR3. This replaces clearing in the Lock pass, allowing the buffer to be reused after upscaling is done.
2 years ago
Nico de Poel
69a640c7cd
Backported shader modifications, part 2: overridable texture declaration and sampling macros.
2 years ago
Nico de Poel
fd37e541b1
Backported shader modifications, part 1: PSSL support, removed GLSL extensions and added dummy field.
2 years ago