13 Commits (d607b1bf5af2a24daba55c835d16da1cc8970707)

Author SHA1 Message Date
Nico de Poel 56da810b50 Implemented lock pass 3 years ago
Nico de Poel 4801535236 Removed shader that was made obsolete as part of FSR 2.2 3 years ago
Nico de Poel 934a3d60fa Implemented depth clip pass. Solved the problem of UAV/SRV name mismatch by monkey-patching the relevant shaders. Added default reactive mask. 3 years ago
Nico de Poel ee13551bb7 Removed GLSL shader files as we don't actually use those, and to reduce clutter. 3 years ago
Nico de Poel 9489a19cd8 Progress on managing resources. Compute luminance pyramid shader is starting to do something. 3 years ago
Nico de Poel 913c5879fa Started work on luminance pyramid and acculumate pipelines. 3 years ago
Nico de Poel b89de25b10 Tweaks to make the FSR2 shaders compile on PS4/5 platforms. 3 years ago
Nico de Poel a64795dd4f Added Unity compute shader for the new experimental Transparency/Composition/Reactive auto-generation feature from FSR 2.2 3 years ago
Nico de Poel a6abcbb788 Fixed a couple of issues in the FSR 2.2 shader sources 3 years ago
Nico de Poel 38a2164a52 Updated shader sources to FSR 2.2 3 years ago
Nico de Poel 447ae35772 - Added SPD constants buffer used by luminance pass 3 years ago
Nico de Poel 9b768e2c2f - Added Unity wrappers for all FSR2 compute shaders 3 years ago
Nico de Poel 8b5395acd8 Reorganized shader files: FSR2 shaders are now copied directly into the project without alterations, Unity wrappers are located in an FSR2 folder. 3 years ago