Nico de Poel
8b3a1a7545
Implemented auto-TCR generation feature in BiRP integration example
3 years ago
Nico de Poel
fad865f8bc
Went back to HDR being derived from camera HDR settings. Maybe not entirely correct, but definitely less error prone.
3 years ago
Nico de Poel
490a76986c
Enable HDR by default and clarified the tooltip somewhat
3 years ago
Nico de Poel
b1a7f48abb
Made HDR into an explicit toggle that can be set by the application, rather than a best guess based on the camera settings
3 years ago
Nico de Poel
79046f40b3
Added a sample scene with two cameras, one upscaling and outputting to a render texture, the other applying post-FX and outputting to the display.
3 years ago
Nico de Poel
0db7773ed9
Added a helper script to allow OnPreCull to happen at a different location in the camera stack from the image effect script.
Also added a scene with PPV2 effects and FSR2 as post-PPV2 image effect to test and demonstrate this.
3 years ago
Nico de Poel
cd8b9965d2
Added ambient occlusion and color grading effects for testing purposes.
3 years ago
Nico de Poel
416b501c15
Implemented screen scaling through camera viewport manipulation, done through the helper's LateUpdate.
This also led to some reorganization of variables and event ordering.
Added some bloom to the post-process layer to test the cooperation between FSR2 and other post effects.
3 years ago
Nico de Poel
6bc6d69fb4
Added initial implementation of post-processing stack effect for FSR2, with a new scene to test it in.
This contains the results of a bunch of research so far, on where code gets executed and how to inject additional steps into the render loop.
3 years ago
Nico de Poel
bcfb4b6769
Check for HDR when selecting RT formats for opaque-only and final output.
This makes for fewer assumptions and should provide better support for HDR render paths.
3 years ago
Nico de Poel
8575800995
Allow customization of pre-exposure and exposure inputs
3 years ago
Nico de Poel
3ffbc0573e
Implemented auto-exposure feature.
The way this works: compute luminance always outputs an auto-exposure value. The passes using exposure as input can either use this auto-exposure, or use the default read-only exposure value, or use an application-provided exposure.
3 years ago
Nico de Poel
17cc461613
Allow reactive mask and T&C mask to be provided through the inspector
3 years ago
Nico de Poel
ec79c8ab24
Enable reactive mask generation by default
3 years ago
Nico de Poel
5ed7a5279b
Progressed implementation of reactive mask generation pass.
Added temporary RT to contain the generated reactive mask, bind it to the FSR2 inputs, and made it available as a toggle on the script.
3 years ago
Nico de Poel
d47b8c78da
Added option to enable FP16 from the scene
3 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.
3 years ago
Nico de Poel
0f5f3d9a69
Bits and bobs
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
b5f324eb25
- Simplified Unity RCAS shader to basically just a few defines and a direct import of the original FSR2 shader code.
- Implemented 1x1 exposure texture and bound it to the compute shader.
- Implemented RCAS config data set with precomputed values (so we don't have to do any unsafe float-to-int conversions), apply it to a constant buffer, and made sharpness available as a slider in the inspector.
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