Nico de Poel
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afc5d4896f
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[PPV2] Fix AO on OSX (#7922)
AO no longer requires sparse texture support
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3 years ago |
Nico de Poel
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fe10480628
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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.
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3 years ago |
Nico de Poel
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f35b63f292
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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.
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3 years ago |
Nico de Poel
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807b05f3d8
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Fixed input resource size again and ffs stop stubbornly making this same mistake over and over again
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3 years ago |
Nico de Poel
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bdca6950c4
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Set the dynamic resolution flag when appropriate. It doesn't actually do anything, but it's good form to include it.
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3 years ago |
Nico de Poel
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2bbb4f3a1f
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Fixed incorrect scaled render size during FSR dispatch because of course, global variables and side-effects are bad m'kay.
At least dynamic scaling works now, so we can go from here.
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3 years ago |
Nico de Poel
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f93e371c2c
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Fixed camera viewport getting double scaled. This gets us back on track again.
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3 years ago |
Nico de Poel
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9b15d2b84f
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Reworked dynamic resolution to use ScalableBufferManager. Doesn't actually work correctly yet, but that'll be the next step.
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3 years ago |
Nico de Poel
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4707ce8364
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Implemented dynamic scaling through a custom scale factor. No ScalableBufferManager involved. Doesn't work nicely with MSVO AO, but otherwise does the job.
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3 years ago |
Nico de Poel
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e1660542ea
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Updated PPV2 code to version 3.3.1
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3 years ago |
Nico de Poel
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91c6d58147
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Comments
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3 years ago |
Nico de Poel
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2e67acb859
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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.
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3 years ago |
Nico de Poel
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2323ae88d5
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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.
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3 years ago |
Nico de Poel
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9b140d20a3
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Updated PPV2 code to version 3.3.0
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3 years ago |
Nico de Poel
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5bca835097
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Set a default motion blending value on depth-of-field when FSR is active. Reduces jittering artifacts on DoF blur.
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3 years ago |
Nico de Poel
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0d6ba46401
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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.
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3 years ago |
Nico de Poel
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a9bd7a284f
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Additional safety checks when applying mipmap bias offset
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3 years ago |
Nico de Poel
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d1965ee786
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Callbacks factory does not need to be static and should not be static (i.e. allow for different callbacks depending on context)
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3 years ago |
Nico de Poel
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23d26aa84b
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Allow a choice for exposure value source: either auto-calculated from FSR2 or Unity, or a manual texture, or the default value.
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3 years ago |
Nico de Poel
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66cf9bf16a
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Bits and bobs
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3 years ago |
Nico de Poel
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397710f50f
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Added support for auto-transparency & composition
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3 years ago |
Nico de Poel
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ff34164ef3
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Added support for auto-reactive mask generation, using a temp RT for storing the opaque-only image.
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3 years ago |
Nico de Poel
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911d98f5a1
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Implemented mipmap bias offsetting
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3 years ago |
Nico de Poel
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e9eb1f4e31
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Implemented upscaling using FSR2. Currently only works when outputting directly to camera target.
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3 years ago |
Nico de Poel
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18e9781013
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Added methods for manipulating camera viewport rect
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3 years ago |
Nico de Poel
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05d00e0963
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Use PP context source texture for FSR2 input color buffer
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3 years ago |
Nico de Poel
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4982b959d5
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Made a start on showing FSR2 parameters in the inspector
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3 years ago |
Nico de Poel
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77c4cd4954
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Removed duplicate camera jitter application, fixing the jitter issue from before.
Also cleaned up an unused render texture.
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3 years ago |
Nico de Poel
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99cbc183f8
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Initial integration of FSR2 into the post-processing pipeline, as just an alternative to the standard TAA option. No upscaling yet.
Some issues with jittering still remain, but the basic functionality is there.
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3 years ago |
Nico de Poel
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94d604ab6c
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Initial commit with clean version of PPV2 v3.2.2
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3 years ago |