Nico de Poel
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56da810b50
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Implemented lock pass
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3 years ago |
Nico de Poel
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4801535236
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Removed shader that was made obsolete as part of FSR 2.2
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3 years ago |
Nico de Poel
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934a3d60fa
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Implemented depth clip pass. Solved the problem of UAV/SRV name mismatch by monkey-patching the relevant shaders. Added default reactive mask.
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3 years ago |
Nico de Poel
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ee13551bb7
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Removed GLSL shader files as we don't actually use those, and to reduce clutter.
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3 years ago |
Nico de Poel
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9489a19cd8
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Progress on managing resources. Compute luminance pyramid shader is starting to do something.
Also looked at the Lanczos LUT resource and ran into some roadblocks there.
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3 years ago |
Nico de Poel
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913c5879fa
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Started work on luminance pyramid and acculumate pipelines.
Added keywords for customization options to the compute shaders using multi_compile_local.
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3 years ago |
Nico de Poel
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b89de25b10
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Tweaks to make the FSR2 shaders compile on PS4/5 platforms.
FFX_HALF doesn't seem to be a thing in FSR 2.2 anymore anyway, so might as well keep that disabled.
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3 years ago |
Nico de Poel
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a64795dd4f
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Added Unity compute shader for the new experimental Transparency/Composition/Reactive auto-generation feature from FSR 2.2
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3 years ago |
Nico de Poel
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a6abcbb788
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Fixed a couple of issues in the FSR 2.2 shader sources
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3 years ago |
Nico de Poel
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38a2164a52
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Updated shader sources to FSR 2.2
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3 years ago |
Nico de Poel
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447ae35772
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- Added SPD constants buffer used by luminance pass
- Started code reorganization: added a callbacks class for things that need to be customizable by the gamedev
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3 years ago |
Nico de Poel
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9b768e2c2f
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- Added Unity wrappers for all FSR2 compute shaders
- Experimented with alternate compilation options for RCAS shader
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3 years ago |
Nico de Poel
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8b5395acd8
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Reorganized shader files: FSR2 shaders are now copied directly into the project without alterations, Unity wrappers are located in an FSR2 folder.
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3 years ago |