Nico de Poel
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1a063e971f
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Use the correct method to release temporary render textures. Fixes memory leaks from RT's not getting released properly.
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3 years ago |
Nico de Poel
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3318db3405
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Merge branch 'master' into fsr2
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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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489b8571d2
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Reset camera viewport in OnRenderImage when we're not blitting directly to the camera target. This fixes some potential issues with other systems that are affected by when/where the camera viewport is modified.
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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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6eeb3f1f46
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Added inspector fields for remaining properties
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3 years ago |
Nico de Poel
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c308726c1c
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Don't use FSR2 when in edit mode
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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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ea05e5da58
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Perform OnRenderImage blit using an explicit temporary RT for the upscaled output. This can be blitted directly instead of needing an awkward command buffer, and it'll be less likely to cause issues than blitting from and to the same display buffer.
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3 years ago |
Nico de Poel
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884adee6ed
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Abuse display buffer to store upscaled image and blit it to the camera output destination in OnRenderImage. Bit of a hack but it works to support not outputting directly to the camera target.
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3 years ago |
Nico de Poel
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f8f2ac2792
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Added motion blur to the post-process profile, along with a script to test camera movement
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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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695c09e8ff
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Added a custom effect injection point right before upscaling & TAA, to be rendered at the lower internal rendering resolution.
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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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6ecfb65943
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Imported FSR2 shaders and core classes
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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 |