16 Commits (299200cb9c24638017e85ca9714cc2f5a6527749)

Author SHA1 Message Date
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