FSR2 tests in Unity based on built-in render pipeline
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Nico de Poel
d21b57083b
Fixed potential nullref when Destroy gets called repeatedly
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2 years ago |
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Fsr3ShaderIDs.cs
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Rename FSR2 to FSR3 Upscaler, part 2: class and file names.
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2 years ago |
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Fsr3ShaderIDs.cs.meta
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Rename FSR2 to FSR3 Upscaler, part 2: class and file names.
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2 years ago |
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Fsr3Upscaler.cs
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Callbacks don't need to be passed to the FSR3 Context anymore.
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2 years ago |
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Fsr3Upscaler.cs.meta
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Rename FSR2 to FSR3 Upscaler, part 2: class and file names.
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2 years ago |
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Fsr3UpscalerAssets.cs
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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)
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2 years ago |
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Fsr3UpscalerAssets.cs.meta
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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)
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2 years ago |
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Fsr3UpscalerCallbacks.cs
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Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks.
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2 years ago |
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Fsr3UpscalerCallbacks.cs.meta
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Rename FSR2 to FSR3 Upscaler, part 2: class and file names.
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2 years ago |
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Fsr3UpscalerContext.cs
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Fixed potential nullref when Destroy gets called repeatedly
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2 years ago |
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Fsr3UpscalerContext.cs.meta
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Rename FSR2 to FSR3 Upscaler, part 2: class and file names.
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2 years ago |
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Fsr3UpscalerPass.cs
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Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks.
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2 years ago |
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Fsr3UpscalerPass.cs.meta
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Rename FSR2 to FSR3 Upscaler, part 2: class and file names.
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2 years ago |
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Fsr3UpscalerResources.cs
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Correctly destroy resources when not in play mode
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2 years ago |
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Fsr3UpscalerResources.cs.meta
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Rename FSR2 to FSR3 Upscaler, part 2: class and file names.
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2 years ago |