153 Commits (d0deaa46b5cc3abb2a547ce8c3478f59f338f9b1)

Author SHA1 Message Date
Nico de Poel 06a2658080 More renaming 4 years ago
Nico de Poel 3e31950d56 Changed Fsr2Callbacks into an interface + base implementation 4 years ago
Nico de Poel da651c3d6f Moved some files 4 years ago
Nico de Poel ee4d2d43ae Use render size for motion vector scale, since we are rendering them at lower resolution. 4 years ago
Nico de Poel d232e3e07b Removed separate command buffer for binding input buffers, which really wasn't needed anymore. 4 years ago
Nico de Poel 178d9131af Implemented most of the FSR2 dispatch. It seems to be doing the right things in the background. 4 years ago
Nico de Poel d847999e44 Implemented remaining settings and parameters 4 years ago
Nico de Poel 416b501c15 Implemented screen scaling through camera viewport manipulation, done through the helper's LateUpdate. 4 years ago
Nico de Poel 6bc6d69fb4 Added initial implementation of post-processing stack effect for FSR2, with a new scene to test it in. 4 years ago
Nico de Poel 05142da9ad Renamed Fsr2Controller to Fsr2ImageEffect, to make its purpose more clear. 4 years ago
Nico de Poel 0548c63800 Revert "Reintroduced the ability for FSR2 to output to a render texture again. Very basic for now." 4 years ago
Nico de Poel 9352192f29 Enable HDR when the camera it set for it 4 years ago
Nico de Poel bb24ed970b Reintroduced the ability for FSR2 to output to a render texture again. Very basic for now. 4 years ago
Nico de Poel bcfb4b6769 Check for HDR when selecting RT formats for opaque-only and final output. 4 years ago
Nico de Poel e57cc0468d Moved exposure, reactive and T&C inputs to OnPreCull, to make OnRenderImage as clean and simple as possible. 4 years ago
Nico de Poel 8668e0b3f6 Back to basics: allow FSR2 to only output directly to the backbuffer 4 years ago
Nico de Poel 8575800995 Allow customization of pre-exposure and exposure inputs 4 years ago
Nico de Poel 8cd818a3d9 A bit of comment cleanup 4 years ago
Nico de Poel feb65ef9b3 Enable auto-exposure by default, which is what the FSR2 docs recommend. 4 years ago
Nico de Poel 3ffbc0573e Implemented auto-exposure feature. 4 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. 4 years ago
Nico de Poel 341921bdda Perform camera scaling in OnPreCull, instead of OnPreRender. 4 years ago
Nico de Poel 9b83409c71 Added debug checks for input and output resources, either through direct assignment or through existing global texture bindings. 4 years ago
Nico de Poel 92e360aa24 Implemented the debug checking upon dispatch from the original FSR2 source, with some Unity adaptations. 4 years ago
Nico de Poel 85829949f8 Made all inspector fields public, so that they can be easily accessed programmatically. 4 years ago
Nico de Poel e5384a1b8b Let's call this High Quality instead of Ultra Quality. Ultra is a bit hyperbolic in this case. 4 years ago
Nico de Poel 022eae95ef Added one more quality mode tier: ultra quality, which I felt was missing as an option. 4 years ago
Nico de Poel 17cc461613 Allow reactive mask and T&C mask to be provided through the inspector 4 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. 4 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. 4 years ago
Nico de Poel 54849cee0f Use RenderTargetIdentifier magic to bind UAV outputs to SRV inputs, making obsolete the monkey patching of shaders. 4 years ago
Nico de Poel 69da937fd7 Added some seemingly sensible ranges to the reactive mask parameters. 4 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. 4 years ago
Nico de Poel b7c49ea0e3 Allow reactive mask generation parameters to be set from the inspector. 4 years ago
Nico de Poel 44c5f2847d Release opaque-only input RT as soon as we're done with it. 4 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. 4 years ago
Nico de Poel 84b52c8853 Set non-jittered projection matrix before applying jittering, making motion vector jitter cancellation unnecessary. 4 years ago
Nico de Poel 070bd2704f Reordered inspector fields because I'm OCD like that 4 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. 4 years ago
Nico de Poel 5ed7a5279b Progressed implementation of reactive mask generation pass. 4 years ago
Nico de Poel d47b8c78da Added option to enable FP16 from the scene 4 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. 4 years ago
Nico de Poel c1326fc261 Added some comments to the main FSR2 classes 4 years ago
Nico de Poel 62d1d41d2d Stripped Fsr2Dispatcher of most of its functionality, and moved it over to Fsr2Controller 4 years ago
Nico de Poel a9997e1a02 Moved Fsr2Dispatcher into Fsr2Controller source file and made it internal. Placed everything into the FidelityFX namespace. 4 years ago
Nico de Poel 747ac54528 Renaming SubsampleTest and Fsr2Controller to Fsr2Controller and Fsr2Dispatcher, respectively 4 years ago
Nico de Poel 8ceffcadd1 Further cleanup and small details 4 years ago
Nico de Poel 3de40f6fe6 Cleaned up Fsr2Controller ahead of major refactor 4 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. 4 years ago
Nico de Poel 86c16e3694 - Replaced all input/output parameters with RenderTargetIdentifiers, allowing more flexibility in how these resources are assigned 4 years ago