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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CameraTargetTexture.renderTexture
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
CameraTargetTexture.renderTexture.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
MotionVectors.renderTexture
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
MotionVectors.renderTexture.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