Nico de Poel
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c15bd345e6
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Fixed another incorrect size
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2 years ago |
Nico de Poel
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428aaa20a7
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Implemented macros for SRV/UAV resource definitions that need to support texture arrays in HDRP
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2 years ago |
Nico de Poel
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49ad18ce57
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Updated the README because I'm vain like that
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2 years ago |
Nico de Poel
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e8f69d6030
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Small bits
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2 years ago |
Nico de Poel
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3a65d37c41
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Implemented debug view pass
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2 years ago |
Nico de Poel
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60336253b7
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Fixed a couple of incorrect sizes
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2 years ago |
Nico de Poel
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386df536e9
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Once again disabled native plugin settings for all header include files
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2 years ago |
Nico de Poel
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befab81785
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Added all multi_compile variants to all (new) shader passes. We'll have to figure out later which permutations are actually necessary per shader.
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2 years ago |
Nico de Poel
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61e03ec329
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Couple of minor fixes and comment changes
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2 years ago |
Nico de Poel
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78f9142738
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Fixed a few small resource binding errors
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2 years ago |
Nico de Poel
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d609eae96f
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Added profiling samplers to make debugging a bit easier
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2 years ago |
Nico de Poel
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1bcba64b26
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Fixed crash in reactive mask pass due to unused CB binding
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2 years ago |
Nico de Poel
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d6bb123157
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Removed unused resource definitions
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2 years ago |
Nico de Poel
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3908ee767b
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Modified passes with updated SRV and UAV bindings
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2 years ago |
Nico de Poel
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9bc90e4853
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Updated dispatching function with new passes and modified buffer clears
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2 years ago |
Nico de Poel
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aca067bff0
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Updated debug checks
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2 years ago |
Nico de Poel
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4a18c3a6c4
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Defined the new passes in code and renamed some of the old ones
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2 years ago |
Nico de Poel
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6c024407cb
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Defined all of the resources needed for FSR 3.1, left the old stuff intact for now so it still compiles.
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2 years ago |
Nico de Poel
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3cd8b41224
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Updated upscaler constants definition and implemented modifications to the constants setup function.
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2 years ago |
Nico de Poel
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0e481544bf
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Updated shader assets names and references for the new collection of passes.
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2 years ago |
Nico de Poel
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e61198fe01
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Readded type definitions for Unity HDRP and/or PSSL support.
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2 years ago |
Nico de Poel
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16af3cada0
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Fixed compiler warnings in shading change pyramid shader
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2 years ago |
Nico de Poel
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d32afe5f90
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Added shading change and shading change pyramid passes. All FSR 3.1 shader passes are now compiling.
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2 years ago |
Nico de Poel
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9d99cb157a
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Fixes for TCR auto-gen pass
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2 years ago |
Nico de Poel
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83304de177
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Removed unnecessary GLSL file
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2 years ago |
Nico de Poel
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c6912f3ffa
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Fixes for prepare inputs, prepare reactivity and luma instability passes.
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2 years ago |
Nico de Poel
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a5a2c8784d
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Fixes for luminance pyramid pass and gen reactive pass
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2 years ago |
Nico de Poel
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0ab4f99e13
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Fixes for accumulate pass
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2 years ago |
Nico de Poel
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c7c640565b
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First import of new FSR 3.1 shader sources. Does not compile yet.
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2 years ago |
Nico de Poel
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b03217eebd
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Initial update of dispatch parameters and enums for FSR 3.1
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2 years ago |
Nico de Poel
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d21b57083b
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Fixed potential nullref when Destroy gets called repeatedly
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2 years ago |
Nico de Poel
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e0cfed7f99
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Prevent Unity from treating FFX shader include headers as native plugin code.
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2 years ago |
Nico de Poel
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8b4a7fd78f
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Correctly destroy resources when not in play mode
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2 years ago |
Nico de Poel
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72f2aa9da2
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HDRP-ified input reactive and T&C masks, which is necessary to make them work inside of HDRP's current upscaling framework
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2 years ago |
Nico de Poel
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0de545b77e
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Resource management section is gone, remove it from the TOC
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2 years ago |
Nico de Poel
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69edeb8962
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RCAS shader needs an HDRP switch as well, now that the final output image can be a texture array too.
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2 years ago |
Nico de Poel
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3de6d74762
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Official docs are on GPUOpen site now, not Github.
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2 years ago |
Nico de Poel
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941c04fe63
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One more updated screenshot and added a small bit about the Assets object.
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2 years ago |
Nico de Poel
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e3d36585ef
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Fixed aspect ratio in image effect helper too
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2 years ago |
Nico de Poel
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b432c73943
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Updated screenshots for FSR3
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2 years ago |
Nico de Poel
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b8a92ef298
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Added missing images for README
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2 years ago |
Nico de Poel
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cd8bc8ddba
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Removed empty parantheses from macro definition, as it breaks the Unity 2020.1 shader compiler.
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2 years ago |
Nico de Poel
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f3b68256aa
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Removed the section about shader loading callbacks, plus a few minor adjustments.
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2 years ago |
Nico de Poel
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8e879726d7
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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)
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2 years ago |
Nico de Poel
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734770b75e
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Callbacks don't need to be passed to the FSR3 Context anymore.
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2 years ago |
Nico de Poel
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2d05d08f86
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Added the ability to clone the shaders, in case multiple FSR3 instances with different configurations are needed.
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2 years ago |
Nico de Poel
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fdcc85355c
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Try our best to ensure a shaders asset is assigned to the image effect component.
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2 years ago |
Nico de Poel
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d3d608c95e
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Moved shaders from Resources to a regular Shaders folder, discouraging the use of always-included Resources for non-trivial assets.
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2 years ago |
Nico de Poel
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bd98fdf00d
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Turned shaders aggregate into a scriptable object, with a default asset instance that automatically resets to look up the correct shader references.
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2 years ago |
Nico de Poel
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7b8bb02e93
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Updated README to be more consistent in the use of the word Upscaler vs. Upscaling
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2 years ago |