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Updated to FSR 3.1.3 and integrated velocity factor into the UI

dec2024update
Nico de Poel 1 year ago
parent
commit
b7dc3f6a27
  1. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Editor/PostProcessLayerEditor.cs
  2. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling.cs
  3. 1
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/FSR3Upscaler.cs
  4. 2
      Packages/fidelityfx.fsr

3
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Editor/PostProcessLayerEditor.cs

@ -34,6 +34,7 @@ namespace UnityEditor.Rendering.PostProcessing
SerializedProperty m_FsrQualityMode;
SerializedProperty m_FsrPerformSharpen;
SerializedProperty m_FsrSharpness;
SerializedProperty m_FsrVelocityFactor;
SerializedProperty m_FsrExposureSource;
SerializedProperty m_FsrExposureTexture;
SerializedProperty m_FsrPreExposure;
@ -94,6 +95,7 @@ namespace UnityEditor.Rendering.PostProcessing
m_FsrQualityMode = FindProperty(x => x.superResolution.qualityMode);
m_FsrPerformSharpen = FindProperty(x => x.superResolution.performSharpenPass);
m_FsrSharpness = FindProperty(x => x.superResolution.sharpness);
m_FsrVelocityFactor = FindProperty(x => x.superResolution.velocityFactor);
m_FsrExposureSource = FindProperty(x => x.superResolution.exposureSource);
m_FsrExposureTexture = FindProperty(x => x.superResolution.exposure);
m_FsrPreExposure = FindProperty(x => x.superResolution.preExposure);
@ -230,6 +232,7 @@ namespace UnityEditor.Rendering.PostProcessing
EditorGUILayout.PropertyField(m_FsrQualityMode);
EditorGUILayout.PropertyField(m_FsrPerformSharpen);
EditorGUILayout.PropertyField(m_FsrSharpness);
EditorGUILayout.PropertyField(m_FsrVelocityFactor);
EditorGUILayout.PropertyField(m_FsrExposureSource);
if (m_FsrExposureSource.intValue == (int)Upscaling.ExposureSource.Manual) EditorGUILayout.PropertyField(m_FsrExposureTexture);
EditorGUILayout.PropertyField(m_FsrPreExposure);

3
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling.cs

@ -27,6 +27,9 @@ namespace UnityEngine.Rendering.PostProcessing
public bool performSharpenPass = true;
[Tooltip("Strength of the sharpening effect.")]
[Range(0, 1)] public float sharpness = 0.8f;
[Tooltip("Adjust the influence of motion vectors on temporal accumulation.")]
[Range(0, 1)] public float velocityFactor = 1.0f;
[Tooltip("Choose where to get the exposure value from. Use auto-exposure from either the upscaler or Unity, provide a manual exposure texture, or use a default value.")]
public ExposureSource exposureSource = ExposureSource.Auto;

1
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/FSR3Upscaler.cs

@ -88,6 +88,7 @@ namespace UnityEngine.Rendering.PostProcessing
_dispatchDescription.CameraFar = camera.farClipPlane;
_dispatchDescription.CameraFovAngleVertical = camera.fieldOfView * Mathf.Deg2Rad;
_dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit is 1 meter in Unity
_dispatchDescription.VelocityFactor = config.velocityFactor;
_dispatchDescription.Reset = config.Reset;
// Set up the parameters for the optional experimental auto-TCR feature

2
Packages/fidelityfx.fsr

@ -1 +1 @@
Subproject commit f5ad1705907334634466433dbaa1a8633fa53a39
Subproject commit 3dd791eb8489f58c1cc4197557c40bd7f45a965b
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