17 Commits (1222d236f5338978ff144d014fce34cd772233a6)

Author SHA1 Message Date
Nico de Poel d088d440f5 Allow live switching between FP16 and FP32 11 months ago
Nico de Poel 8db82e664c Reworked upscaling integration to allow for multiple upscaler algorithms that can be switched on the fly. 1 year ago
Nico de Poel 582cd80713 Took FSR3 code and shaders out of the PPV2 package and replaced it with an FSR3 package reference 2 years ago
Nico de Poel d1808d542e Updated SuperResolution effect implementation to be compatible with FSR 3.1 2 years ago
Nico de Poel c71e487b15 Updated SuperResolution shaders and code to FSR3 2 years ago
Nico de Poel f399aaee4f Upgraded to PPV2 version 3.4.0 with WebGPU support and several bug fixes 2 years ago
Nico de Poel 02427c2c42 [PPV2] PPB-6 Disabled compute effects on WebGL and Android OpenGL (#7936) 3 years ago
Nico de Poel 9b140d20a3 Updated PPV2 code to version 3.3.0 3 years ago
Nico de Poel 6eeb3f1f46 Added inspector fields for remaining properties 3 years ago
Nico de Poel 23d26aa84b Allow a choice for exposure value source: either auto-calculated from FSR2 or Unity, or a manual texture, or the default value. 3 years ago
Nico de Poel 397710f50f Added support for auto-transparency & composition 3 years ago
Nico de Poel 4982b959d5 Made a start on showing FSR2 parameters in the inspector 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 94d604ab6c Initial commit with clean version of PPV2 v3.2.2 3 years ago