187 Commits (b3bc46fcb767141c6f0558bbdac6924e68138275)
 

Author SHA1 Message Date
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 61a10cbd09 Updated project to Unity 2021.3.21f1 3 years ago
Nico de Poel 1cc0de7c89 Moved Shader ID constants to a separate class file 3 years ago
Nico de Poel 1ff980bea9 Changing my mind yet again about directory names 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 d02fc3cec1 Eliminated High Quality and Native modes again because you know what? AMD were right with their presets. 3 years ago
Nico de Poel b190b2993c Suppress a few common but harmless warnings in FFX's HLSL code. 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 06a2658080 More renaming 3 years ago
Nico de Poel 3e31950d56 Changed Fsr2Callbacks into an interface + base implementation 3 years ago
Nico de Poel da651c3d6f Moved some files 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 279e294100 Replaced Post-Processing Stack V2 package from Unity repository with a local copy, so that we may make modifications to it 3 years ago
Nico de Poel cd8b9965d2 Added ambient occlusion and color grading effects for testing purposes. 3 years ago
Nico de Poel 178d9131af Implemented most of the FSR2 dispatch. It seems to be doing the right things in the background. 3 years ago
Nico de Poel d847999e44 Implemented remaining settings and parameters 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 6bc6d69fb4 Added initial implementation of post-processing stack effect for FSR2, with a new scene to test it in. 3 years ago
Nico de Poel f5cc64db94 Added Post-Processing Stack V2 package to the project 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 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 e78920a89c Disable DXC shader compiler by default because enabling it for DX12 will inevitably break DX11 support. 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. 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 ec79c8ab24 Enable reactive mask generation by default 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