Home Explore Help
Sign In
ndepoel
/
FSRTestPPV2
1
0
Fork 0
Code Issues Pull Requests Projects Releases Wiki Activity
91 Commits
12 Branches
0 Tags
135 MiB
Tree: 31eb875b79
armasr
asr-console
dec2024update
fsr2
fsr3
fsr3.1
master
may2025update
multi-scaler
pssr
sgsr2_fs
stable
Branches Tags
${ item.name }
Create tag ${ searchTerm }
Create branch ${ searchTerm }
from '31eb875b79'
${ noResults }
Commit Graph

10 Commits (31eb875b797c81c84d49c505205b60d206adf6b3)

Author SHA1 Message Date
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 c71e487b15 Updated SuperResolution shaders and code to FSR3
2 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 61ddd2a61b Added script for debug display and input
3 years ago
Nico de Poel 986e7386a4 Set up the project for testing various standalone builds
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 f8f2ac2792 Added motion blur to the post-process profile, along with a script to test camera movement
3 years ago
Nico de Poel 94d604ab6c Initial commit with clean version of PPV2 v3.2.2
3 years ago
Powered by Gitea Version: 1.14.1 Page: 109ms Template: 8ms
English
English 简体中文 繁體中文(香港) 繁體中文(台灣) Deutsch français Nederlands latviešu русский Українська 日本語 español português do Brasil Português de Portugal polski български italiano suomi Türkçe čeština српски svenska 한국어
Licenses API Website Go1.16.3