FSR2 tests in Unity based on built-in render pipeline
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Nico de Poel
e8d12c201e
- Reworked input/output resource management using a new RenderTargetView struct, which encompasses all relevant data required to bind textures from various sources.
This eliminates the need for resource binding code outside of the core FSR2 classes, and makes the public API more strict and consistent, but also more flexible. In addition, it removes the need for the slightly awkward input/output resource debug checks.
- Changed prebaked RCAS configurations into an array, as there is no need for a dynamically sized list here.
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
Added support for dynamic resolution scaling using ScalableBufferManager.
3 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