Nico de Poel
dafae40776
Further tweaks to camera jitter parameters and now IT'S WORKING!! 🥳
3 years ago
Nico de Poel
25f1742728
Fixes to jitter which at least produces a stable picture now. Still not actually right, but making progress.
3 years ago
Nico de Poel
0f5f3d9a69
Bits and bobs
3 years ago
Nico de Poel
c0a3b81d84
Simplified gathering of color, depth and motion vector RTs by using the game camera texture directly, and blitting just before dispatch.
This gets rid of all the OnRenderImage song and dance in the game camera component, and requires less keeping track of instance variables.
3 years ago
Nico de Poel
d607b1bf5a
Apply jitter offset to dispatch parameters
3 years ago
Nico de Poel
2f5eaf48ba
Bit of cleanup and moving stuff around
3 years ago
Nico de Poel
b15e3b9c39
Use temporary render textures for storing color, depth and motion vectors copied from the game camera.
3 years ago
Nico de Poel
834c396321
Color, depth and motion vectors are now provided as regular texture inputs to the compute shaders, by blitting them from the game camera ahead of time.
3 years ago
Nico de Poel
4d6a47a03c
Reworked creation and dispatch to use description classes to pass parameters, designed similar to how the original FSR2 library does things, but adapted slightly to fit the Unity context.
3 years ago
Nico de Poel
fc233b935f
Moved all compute shader-related code to the Fsr2Context class, renamed FSR2Thing to Fsr2Controller and made the callbacks a static field in the Fsr2 class.
It's becoming more clear now who is responsible for what, and where things should be implemented.
3 years ago
Nico de Poel
1aa6e1f90d
Reorganization: created new class for main FSR2 entry points, enums and helper functions. Created a stub Fsr2Context class. Moved jitter helper functions into main FSR2 class. Translated a couple more helper functions.
3 years ago
Nico de Poel
447ae35772
- 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
3 years ago
Nico de Poel
79d8aa49b6
- Implemented main FSR2 constants buffer, which now supplies the pre-exposure value to the RCAS shader.
- Converted thread groups calculation from FSR2 code
3 years ago
Nico de Poel
0bdc75ff08
First import of Unity FSR2 test project on built-in render pipeline:
- Yoinked a bunch of code from MadGoat SSAA to build a custom render scaler
- Added a simple shader to check some of the render buffers during upscaling
- Successfully ported the RCAS compute shader from the FSR2 project into Unity!
3 years ago