FSR2 tests in Unity based on built-in render pipeline
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Nico de Poel c2f397892f Forward ported TCR autogen pass to fit in with the rest of the FSR3 shader code 2 years ago
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Fsr2.cs First working proof of concept of FSR3 upscaling in Unity 2 years ago
Fsr2.cs.meta Changing my mind yet again about directory names 3 years ago
Fsr2Callbacks.cs Added zero check to make undo mipmap bias offset an idempotent operation 3 years ago
Fsr2Callbacks.cs.meta Changing my mind yet again about directory names 3 years ago
Fsr2Context.cs Ported clearing code for reconstructed depth buffer, which is new in FSR3. This replaces clearing in the Lock pass, allowing the buffer to be reused after upscaling is done. 2 years ago
Fsr2Context.cs.meta Changing my mind yet again about directory names 3 years ago
Fsr2Pass.cs Forward ported TCR autogen pass to fit in with the rest of the FSR3 shader code 2 years ago
Fsr2Pass.cs.meta Renamed Pipelines to Passes 2 years ago
Fsr2Resources.cs Moved management of aliasable resources to the Fsr2Resources class and gave the methods more logical names. 3 years ago
Fsr2Resources.cs.meta Changing my mind yet again about directory names 3 years ago
Fsr2ShaderIDs.cs Cleaned up compute shader initialization, as the Nvidia-specific FP16 exception for the accumulate stage doesn't seem to be required anymore. 2 years ago
Fsr2ShaderIDs.cs.meta Moved Shader ID constants to a separate class file 3 years ago