272 Commits (e8f69d60302b194b641d50ba49b9ceb18021e4ef)
 

Author SHA1 Message Date
Nico de Poel e8f69d6030 Small bits 2 years ago
Nico de Poel 3a65d37c41 Implemented debug view pass 2 years ago
Nico de Poel 60336253b7 Fixed a couple of incorrect sizes 2 years ago
Nico de Poel 386df536e9 Once again disabled native plugin settings for all header include files 2 years ago
Nico de Poel befab81785 Added all multi_compile variants to all (new) shader passes. We'll have to figure out later which permutations are actually necessary per shader. 2 years ago
Nico de Poel 61e03ec329 Couple of minor fixes and comment changes 2 years ago
Nico de Poel 78f9142738 Fixed a few small resource binding errors 2 years ago
Nico de Poel d609eae96f Added profiling samplers to make debugging a bit easier 2 years ago
Nico de Poel 1bcba64b26 Fixed crash in reactive mask pass due to unused CB binding 2 years ago
Nico de Poel d6bb123157 Removed unused resource definitions 2 years ago
Nico de Poel 3908ee767b Modified passes with updated SRV and UAV bindings 2 years ago
Nico de Poel 9bc90e4853 Updated dispatching function with new passes and modified buffer clears 2 years ago
Nico de Poel aca067bff0 Updated debug checks 2 years ago
Nico de Poel 4a18c3a6c4 Defined the new passes in code and renamed some of the old ones 2 years ago
Nico de Poel 6c024407cb Defined all of the resources needed for FSR 3.1, left the old stuff intact for now so it still compiles. 2 years ago
Nico de Poel 3cd8b41224 Updated upscaler constants definition and implemented modifications to the constants setup function. 2 years ago
Nico de Poel 0e481544bf Updated shader assets names and references for the new collection of passes. 2 years ago
Nico de Poel e61198fe01 Readded type definitions for Unity HDRP and/or PSSL support. 2 years ago
Nico de Poel 16af3cada0 Fixed compiler warnings in shading change pyramid shader 2 years ago
Nico de Poel d32afe5f90 Added shading change and shading change pyramid passes. All FSR 3.1 shader passes are now compiling. 2 years ago
Nico de Poel 9d99cb157a Fixes for TCR auto-gen pass 2 years ago
Nico de Poel 83304de177 Removed unnecessary GLSL file 2 years ago
Nico de Poel c6912f3ffa Fixes for prepare inputs, prepare reactivity and luma instability passes. 2 years ago
Nico de Poel a5a2c8784d Fixes for luminance pyramid pass and gen reactive pass 2 years ago
Nico de Poel 0ab4f99e13 Fixes for accumulate pass 2 years ago
Nico de Poel c7c640565b First import of new FSR 3.1 shader sources. Does not compile yet. 2 years ago
Nico de Poel b03217eebd Initial update of dispatch parameters and enums for FSR 3.1 2 years ago
Nico de Poel d21b57083b Fixed potential nullref when Destroy gets called repeatedly 2 years ago
Nico de Poel e0cfed7f99 Prevent Unity from treating FFX shader include headers as native plugin code. 2 years ago
Nico de Poel 8b4a7fd78f Correctly destroy resources when not in play mode 2 years ago
Nico de Poel 72f2aa9da2 HDRP-ified input reactive and T&C masks, which is necessary to make them work inside of HDRP's current upscaling framework 2 years ago
Nico de Poel 0de545b77e Resource management section is gone, remove it from the TOC 2 years ago
Nico de Poel 69edeb8962 RCAS shader needs an HDRP switch as well, now that the final output image can be a texture array too. 2 years ago
Nico de Poel 3de6d74762 Official docs are on GPUOpen site now, not Github. 2 years ago
Nico de Poel 941c04fe63 One more updated screenshot and added a small bit about the Assets object. 2 years ago
Nico de Poel e3d36585ef Fixed aspect ratio in image effect helper too 2 years ago
Nico de Poel b432c73943 Updated screenshots for FSR3 2 years ago
Nico de Poel b8a92ef298 Added missing images for README 2 years ago
Nico de Poel cd8bc8ddba Removed empty parantheses from macro definition, as it breaks the Unity 2020.1 shader compiler. 2 years ago
Nico de Poel f3b68256aa Removed the section about shader loading callbacks, plus a few minor adjustments. 2 years ago
Nico de Poel 8e879726d7 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) 2 years ago
Nico de Poel 734770b75e Callbacks don't need to be passed to the FSR3 Context anymore. 2 years ago
Nico de Poel 2d05d08f86 Added the ability to clone the shaders, in case multiple FSR3 instances with different configurations are needed. 2 years ago
Nico de Poel fdcc85355c Try our best to ensure a shaders asset is assigned to the image effect component. 2 years ago
Nico de Poel d3d608c95e Moved shaders from Resources to a regular Shaders folder, discouraging the use of always-included Resources for non-trivial assets. 2 years ago
Nico de Poel bd98fdf00d Turned shaders aggregate into a scriptable object, with a default asset instance that automatically resets to look up the correct shader references. 2 years ago
Nico de Poel 7b8bb02e93 Updated README to be more consistent in the use of the word Upscaler vs. Upscaling 2 years ago
Nico de Poel 84e5e72ab7 Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks. 2 years ago
Nico de Poel 13910c8687 Moved ResourceView out of the Fsr3Upscaler class and into the FidelityFX namespace, making usages of ResourceView a lot cleaner. 2 years ago
Nico de Poel 9fddd7e414 Updated links to refer to the documentation on the GPUOpen site. 2 years ago