FSR2 tests in Unity based on built-in render pipeline
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Nico de Poel
f6da12c854
Brought back Ultra Quality mode (1.2x) scale, likely for good this time.
It gets you about the same performance as native without AA, it has precedent in other games, it gives us nice symmetry with Ultra Performance mode, and it means the QualityMode enum is 0-based now.
3 years ago
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Core
Brought back Ultra Quality mode (1.2x) scale, likely for good this time.
3 years ago
Debug
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
Core.meta
Changing my mind yet again about directory names
3 years ago
Debug.meta
More renaming
3 years ago
Fsr2ImageEffect.cs
Respect output target texture's dimensions when determining render size and rescaling camera viewport.
3 years ago
Fsr2ImageEffect.cs.meta
Renamed Fsr2Controller to Fsr2ImageEffect, to make its purpose more clear.
3 years ago
Fsr2ImageEffectHelper.cs
Added MIT license header to every source file, similar to the FFX FSR2 codebase
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
Fsr2PostProcessEffect.cs
Added MIT license header to every source file, similar to the FFX FSR2 codebase
3 years ago
Fsr2PostProcessEffect.cs.meta
Added initial implementation of post-processing stack effect for FSR2, with a new scene to test it in.
3 years ago