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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Core
- Reworked input/output resource management using a new RenderTargetView struct, which encompasses all relevant data required to bind textures from various sources.
2 years ago
Debug
Reset dynamic buffer scale when exiting play mode
3 years ago
Core.meta
Changing my mind yet again about directory names
3 years ago
Debug.meta
More renaming
3 years ago
Fsr2CameraHelper.cs
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
Fsr2CameraHelper.cs.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
Fsr2ImageEffect.cs
- Reworked input/output resource management using a new RenderTargetView struct, which encompasses all relevant data required to bind textures from various sources.
2 years ago
Fsr2ImageEffect.cs.meta
Renamed Fsr2Controller to Fsr2ImageEffect, to make its purpose more clear.
3 years ago
Fsr2ImageEffectHelper.cs
Added explanatory comments to the helper script
3 years ago
Fsr2ImageEffectHelper.cs.meta
Added a helper script to allow OnPreCull to happen at a different location in the camera stack from the image effect script.
3 years ago