FSR2 tests in Unity based on built-in render pipeline
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Nico de Poel
84e5e72ab7
Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks.
This gives more control to the application about how shaders are loaded/unloaded, and it fits in much more nicely with PPV2's resources.
Shaders are currently just serialized as part of the scene component, which isn't the optimal solution yet.
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
Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks.
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