FSR2 tests in Unity based on built-in render pipeline
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Nico de Poel fad865f8bc Went back to HDR being derived from camera HDR settings. Maybe not entirely correct, but definitely less error prone. 3 years ago
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Fsr2.cs Made Callbacks into a property and just use rounding to int for dealing with floating point inaccuracies. 3 years ago
Fsr2.cs.meta Changing my mind yet again about directory names 3 years ago
Fsr2Callbacks.cs Added MIT license header to every source file, similar to the FFX FSR2 codebase 3 years ago
Fsr2Callbacks.cs.meta Changing my mind yet again about directory names 3 years ago
Fsr2Context.cs Don't validate input/output resources on reset, so the application has a way to prevent error messages when re-enabling a camera. 3 years ago
Fsr2Context.cs.meta Changing my mind yet again about directory names 3 years ago
Fsr2Pipeline.cs Check shader after loading it, throw an exception with a message on failure. This is better than having a random nullref happen, if the shaders cannot be loaded for whatever reason. 3 years ago
Fsr2Pipeline.cs.meta Changing my mind yet again about directory names 3 years ago
Fsr2Resources.cs Added MIT license header to every source file, similar to the FFX FSR2 codebase 3 years ago
Fsr2Resources.cs.meta Changing my mind yet again about directory names 3 years ago
Fsr2ShaderIDs.cs Added MIT license header to every source file, similar to the FFX FSR2 codebase 3 years ago
Fsr2ShaderIDs.cs.meta Moved Shader ID constants to a separate class file 3 years ago