91 Commits (295a85628763481038113a50fdc61fc526524163)

Author SHA1 Message Date
Nico de Poel ceb8421e79 Updated debug tools to allow A/B comparisons between upscalers 1 year ago
Nico de Poel 6ad499c57d Added CAS sharpening shader 1 year 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 31eb875b79 Fixed an issue that would cause the wrong depth buffer to be passed to FSR when using forward rendering on newer Unity versions. 2 years ago
Nico de Poel 79298e140b Updated namespaces now that FSR3 is in a separate sub-namespace. 2 years ago
Nico de Poel 911ae9bb29 Removed .19f1 requirement from PPV2 package. Any Unity 2020.1 and up should be supported. 2 years 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 63d46a6c8e Imported FSR 3.1 implementation 2 years ago
Nico de Poel 7b37a0fba1 Correctly destroy resources when not in play mode 2 years ago
Nico de Poel c66ab6136d Applied correct macros to input and output texture definitions for HDRP support 2 years ago
Nico de Poel a6b7b7235e Prevent Unity from treating shader include headers as native plugin code 2 years ago
Nico de Poel 004cbc9468 Fixed opaque-only copy buffer not keeping dynamic resolution scaling in mind. 2 years ago
Nico de Poel d1f207d691 Removed empty parantheses from macro definition, as it breaks the Unity 2020.1 shader compiler. 2 years ago
Nico de Poel 415154ff54 - Separated FSR3 shader aggregate from the scriptable object, so that they can be embedded directly inside PostProcessResources 2 years ago
Nico de Poel 6b590b64af Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks. 2 years ago
Nico de Poel b7b3842b95 Moved ResourceView out of the Fsr3Upscaler class and into the FidelityFX namespace, making usages of ResourceView a lot cleaner. 2 years ago
Nico de Poel 6fc389f137 Fixed a few comments that still referred to FSR2 2 years ago
Nico de Poel c71e487b15 Updated SuperResolution shaders and code to FSR3 2 years ago
Nico de Poel 7384b4486a Fixed aspect ratio for dual-viewport setups 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 ad3966f3f6 Revert "Removed unnecessary aspect ratio lines that broke screen aspect when using non-standard viewports." 2 years ago
Nico de Poel 79f2ab14bf Removed unnecessary aspect ratio lines that broke screen aspect when using non-standard viewports. 2 years ago
Nico de Poel 3fcb2cfc57 Renamed Pipelines to Passes 2 years ago
Nico de Poel 8c7aeae4a7 Renamed RenderTargetView to ResourceView, which is a bit shorter to type and captures the essence well. 2 years ago
Nico de Poel 87f11b5f7c Made all RenderTargetView fields non-nullable, and introduced a special Empty value for optional fields. 2 years ago
Nico de Poel 05db2a9c39 Changed prebaked RCAS configurations into an array, as there is no need for a dynamically sized list here. 2 years ago
Nico de Poel b4ddc41f1b Reworked input/output resource management using a new RenderTargetView struct, which encompasses all relevant data required to bind textures from various sources. 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 56d0050a72 Create opaque-only color buffer copy after opaque-only post-processing is done, and use the correct color format for the copy. 3 years ago
Nico de Poel 51c5a44c1a Set constant buffer data as part of the command buffers, instead of immediately. 3 years ago
Nico de Poel 6221c9ea1f Use jittered camera projection for transparent rendering, as it does affect image reconstruction for certain specific effects, e.g. line renderers. 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 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 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