120 Commits (sgsr2_fs)

Author SHA1 Message Date
Nico de Poel ea05e5da58 Perform OnRenderImage blit using an explicit temporary RT for the upscaled output. This can be blitted directly instead of needing an awkward command buffer, and it'll be less likely to cause issues than blitting from and to the same display buffer. 3 years ago
Nico de Poel 884adee6ed Abuse display buffer to store upscaled image and blit it to the camera output destination in OnRenderImage. Bit of a hack but it works to support not outputting directly to the camera target. 3 years ago
Nico de Poel 911d98f5a1 Implemented mipmap bias offsetting 3 years ago
Nico de Poel e9eb1f4e31 Implemented upscaling using FSR2. Currently only works when outputting directly to camera target. 3 years ago
Nico de Poel 18e9781013 Added methods for manipulating camera viewport rect 3 years ago
Nico de Poel 05d00e0963 Use PP context source texture for FSR2 input color buffer 3 years ago
Nico de Poel 695c09e8ff Added a custom effect injection point right before upscaling & TAA, to be rendered at the lower internal rendering resolution. 3 years ago
Nico de Poel 4982b959d5 Made a start on showing FSR2 parameters in the inspector 3 years ago
Nico de Poel 77c4cd4954 Removed duplicate camera jitter application, fixing the jitter issue from before. 3 years ago
Nico de Poel 99cbc183f8 Initial integration of FSR2 into the post-processing pipeline, as just an alternative to the standard TAA option. No upscaling yet. 3 years ago
Nico de Poel 6ecfb65943 Imported FSR2 shaders and core classes 3 years ago
Nico de Poel 94d604ab6c Initial commit with clean version of PPV2 v3.2.2 3 years ago