110 Commits (19b2969e580ffc3f44580e645963537a314204f7)
 

Author SHA1 Message Date
Nico de Poel 5e498a6a2c Merge branch 'master' into fsr2 3 years ago
Nico de Poel afc5d4896f [PPV2] Fix AO on OSX (#7922) 3 years ago
Nico de Poel a73b7ba0e2 Clear initial auto-exposure value to zero instead of negative one. Fixes black screen flashes on Metal when performing an accumulation reset. 3 years ago
Nico de Poel 5ee49f68a8 Reset atomic counter on any kind of reset, not just on first execution. Fixes black screen on Metal when doing a history reset. 3 years ago
Nico de Poel fe10480628 Refactored undo mipmap bias callback such that the RP integration does not need to maintain any bias offset state. Added NaN/Infinity check to the standard apply mipmap bias callback implementation. 3 years ago
Nico de Poel f35b63f292 Made undoing of mipmap bias a distinct separate callback, so that it can be overridden by client apps. Skip textures that don't have mipmaps and thus don't have any use for a mipmap bias. 3 years ago
Nico de Poel 0b7ae8ac05 Disable plugin importer settings on all FSR2 header include files 3 years ago
Nico de Poel 3a98642307 Restore original camera target texture if it hasn't been reset after FSR2 is disabled 3 years ago
Nico de Poel 807b05f3d8 Fixed input resource size again and ffs stop stubbornly making this same mistake over and over again 3 years ago
Nico de Poel bdca6950c4 Set the dynamic resolution flag when appropriate. It doesn't actually do anything, but it's good form to include it. 3 years ago
Nico de Poel 17eb3f7700 Cleaned up the dynamic resolution feature by allowing dynamic scale to be disabled on screen-space RTs and globally disabling dynamic res only once, after upscaling. 3 years ago
Nico de Poel 2bbb4f3a1f Fixed incorrect scaled render size during FSR dispatch because of course, global variables and side-effects are bad m'kay. 3 years ago
Nico de Poel f93e371c2c Fixed camera viewport getting double scaled. This gets us back on track again. 3 years ago
Nico de Poel 3ae0a91944 Disable dynamic resolution on render targets created during and after FSR2 upscaling. 3 years ago
Nico de Poel 9b15d2b84f Reworked dynamic resolution to use ScalableBufferManager. Doesn't actually work correctly yet, but that'll be the next step. 3 years ago
Nico de Poel d37752e4e9 Merge branch 'stable' into fsr2 3 years ago
Nico de Poel 1e2e8b6a12 Release FSR2 resources when it's not in use. This frees up VRAM but also ensures that the mipmap bias is undone when switching to another AA option. 3 years ago
Nico de Poel c6c45fc2bc Moved management of aliasable resources to the Fsr2Resources class and gave the methods more logical names. 3 years ago
Nico de Poel 314290d684 Merge branch 'stable' into fsr2 3 years ago
Nico de Poel 70c7ea0e51 Restored compatibility with Unity versions older than 2021.2, which didn't have the LocalKeyword struct yet. 3 years ago
Nico de Poel 6504adeea6 Create temporary resources at actual render size, reducing VRAM usage when dynamic resolution is in effect. 3 years ago
Nico de Poel 2cc09085b6 Merge branch 'stable' into fsr2 3 years ago
Nico de Poel 7ba0dc48dc Updated shaders to FSR 2.2.1 3 years ago
Nico de Poel 4707ce8364 Implemented dynamic scaling through a custom scale factor. No ScalableBufferManager involved. Doesn't work nicely with MSVO AO, but otherwise does the job. 3 years ago
Nico de Poel 61ddd2a61b Added script for debug display and input 3 years ago
Nico de Poel 2ad8ac59bf Merge branch 'master' into fsr2 3 years ago
Nico de Poel e1660542ea Updated PPV2 code to version 3.3.1 3 years ago
Nico de Poel 91c6d58147 Comments 3 years ago
Nico de Poel 2e67acb859 Eliminated unnecessary blit to an intermediate temp RT by allowing PPV2 screen space RTs to be created with random write access. This way FSR2 can output directly to the PPV2 effects chain. 3 years ago
Nico de Poel c37b796404 Take control of the camera target texture and blit directly to it. This allows FSR2 upscaling to work on cameras that output to a target texture. 3 years ago
Nico de Poel 79211d3dbb - Consolidated accumulate and accumulate+sharpen pipelines into a single pipeline, with the sharpening option being changed into a local keyword that can be enabled or disabled on-the-fly. This removes the need for an additional copy of the accumulate shader, saving a considerable amount of memory. 3 years ago
Nico de Poel 986e7386a4 Set up the project for testing various standalone builds 3 years ago
Nico de Poel 2323ae88d5 Refactored opaque-only color texture to be provided as a property, instead of as a function argument. This keeps the Render() method in line with all of the other effects. 3 years ago
Nico de Poel 1a063e971f Use the correct method to release temporary render textures. Fixes memory leaks from RT's not getting released properly. 3 years ago
Nico de Poel 3318db3405 Merge branch 'master' into fsr2 3 years ago
Nico de Poel 9b140d20a3 Updated PPV2 code to version 3.3.0 3 years ago
Nico de Poel 5bca835097 Set a default motion blending value on depth-of-field when FSR is active. Reduces jittering artifacts on DoF blur. 3 years ago
Nico de Poel 489b8571d2 Reset camera viewport in OnRenderImage when we're not blitting directly to the camera target. This fixes some potential issues with other systems that are affected by when/where the camera viewport is modified. 3 years ago
Nico de Poel 0d6ba46401 Fixed input resource size to match the lower internal render resolution. At the time this code gets called, the context's width and height will have already been increased to display resolution, which are the incorrect values for this field. 3 years ago
Nico de Poel a9bd7a284f Additional safety checks when applying mipmap bias offset 3 years ago
Nico de Poel d1965ee786 Callbacks factory does not need to be static and should not be static (i.e. allow for different callbacks depending on context) 3 years ago
Nico de Poel 6eeb3f1f46 Added inspector fields for remaining properties 3 years ago
Nico de Poel c308726c1c Don't use FSR2 when in edit mode 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 66cf9bf16a Bits and bobs 3 years ago
Nico de Poel 397710f50f Added support for auto-transparency & composition 3 years ago
Nico de Poel ff34164ef3 Added support for auto-reactive mask generation, using a temp RT for storing the opaque-only image. 3 years ago
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 f8f2ac2792 Added motion blur to the post-process profile, along with a script to test camera movement 3 years ago