FSR2 tests in Unity based on built-in render pipeline
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Nico de Poel
4ad9853a05
- Moved ResourceView into its own source file.
- Using texture arrays is now a boolean flag that can be set on dispatch, removing the need for HDRP-specific checks inside the FSR3 code and shaders.
- Debug view shader is no longer conditionally included.
- Reduced the number of multi-compile variants by removing unused keywords for each shader.
- Optimized temporary RT use; two resources can reuse the same generic intermediate temp RT.
- Reorganized some of the shader code to work nicer with the rest of the FidelityFX SDK sources.
2 years ago
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SampleSceneTwoCamera_Profiles
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
SampleScene.unity
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
SampleScene.unity.meta
First import of Unity FSR2 test project on built-in render pipeline:
3 years ago
SampleSceneStackedCams.unity
Experimentation with stacked cameras; apply only viewport rect and jitter offset on first camera, perform upscaling with second camera. Sync settings between cameras.
3 years ago
SampleSceneStackedCams.unity.meta
Experimentation with stacked cameras; apply only viewport rect and jitter offset on first camera, perform upscaling with second camera. Sync settings between cameras.
3 years ago
SampleSceneTwoCamera.unity
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
SampleSceneTwoCamera.unity.meta
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
SampleSceneTwoCamera_Profiles.meta
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