12 Commits (4406d9d697b0adf07b699f8211beef1606766474)

Author SHA1 Message Date
Nico de Poel 4406d9d697 Destroy context by directly calling into the library instead of using a plugin event. Seems perfectly stable in testing and fixes an issue where occasionally the wrong context index would come through in native code. 1 year ago
Nico de Poel 0596b31ab5 Eliminated the extra output color texture copy, which turned out to be not necessary. Both the CAS sharpen pass and Blit will take care of the necessary conversion. 1 year ago
Nico de Poel efd7240f94 Rotate between PSSR contexts to further reduce risk of race conditions between destroy & create 1 year ago
Nico de Poel f87457803c Reworked plugin structure so that up to four MFSR context can be created and used, with Unity being able to select which context to use. 1 year ago
Nico de Poel b3da3e5cee Added optional CAS sharpening step with halved sharpness range. Fixed the CAS shader to keep the output in HDR. 1 year ago
Nico de Poel 0bbf0de336 Initialize PSSR plugin once in class constructor and don't bother cleaning up, since we can reuse the same shared resources for the duration of the application's lifetime. 1 year ago
Nico de Poel 9a80b0f1c0 Some cleanup and reorganization 1 year ago
Nico de Poel 7f48d82c81 - Provide copies of depth and MVs ourselves, which ties in nicely with the mandatory Prepare Input copying. 1 year ago
Nico de Poel 010be580b9 Simplified prepare inputs shader and added a comment about the depth RT 1 year ago
Nico de Poel dc12bc4a45 Allow option flags to be set from Unity and set motion vector gamma to 1 by default 1 year ago
Nico de Poel 2ecc2d54b9 - Use non-jittered camera projection matrix 1 year ago
Nico de Poel 8d973cf234 First working proof-of-concept implementation of PSSR 1 year ago