51 Commits (79298e140be806da9461302f5e5d989216c93df9)

Author SHA1 Message Date
Nico de Poel 79298e140b Updated namespaces now that FSR3 is in a separate sub-namespace. 2 years ago
Nico de Poel d1808d542e Updated SuperResolution effect implementation to be compatible with FSR 3.1 2 years ago
Nico de Poel 004cbc9468 Fixed opaque-only copy buffer not keeping dynamic resolution scaling in mind. 2 years ago
Nico de Poel 415154ff54 - Separated FSR3 shader aggregate from the scriptable object, so that they can be embedded directly inside PostProcessResources 2 years ago
Nico de Poel 6b590b64af Refactored loading of FSR3 compute shaders, using an aggregate object containing pre-loaded compute shaders instead of the old callbacks. 2 years ago
Nico de Poel b7b3842b95 Moved ResourceView out of the Fsr3Upscaler class and into the FidelityFX namespace, making usages of ResourceView a lot cleaner. 2 years ago
Nico de Poel c71e487b15 Updated SuperResolution shaders and code to FSR3 2 years ago
Nico de Poel 7384b4486a Fixed aspect ratio for dual-viewport setups 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 ad3966f3f6 Revert "Removed unnecessary aspect ratio lines that broke screen aspect when using non-standard viewports." 2 years ago
Nico de Poel 79f2ab14bf Removed unnecessary aspect ratio lines that broke screen aspect when using non-standard viewports. 2 years ago
Nico de Poel 8c7aeae4a7 Renamed RenderTargetView to ResourceView, which is a bit shorter to type and captures the essence well. 2 years ago
Nico de Poel 87f11b5f7c Made all RenderTargetView fields non-nullable, and introduced a special Empty value for optional fields. 2 years ago
Nico de Poel b4ddc41f1b Reworked input/output resource management using a new RenderTargetView struct, which encompasses all relevant data required to bind textures from various sources. 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 6221c9ea1f Use jittered camera projection for transparent rendering, as it does affect image reconstruction for certain specific effects, e.g. line renderers. 3 years ago
Nico de Poel afc5d4896f [PPV2] Fix AO on OSX (#7922) 3 years ago
Nico de Poel fe10480628 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. 3 years ago
Nico de Poel f35b63f292 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. 3 years ago
Nico de Poel 807b05f3d8 Fixed input resource size again and ffs stop stubbornly making this same mistake over and over again 3 years ago
Nico de Poel bdca6950c4 Set the dynamic resolution flag when appropriate. It doesn't actually do anything, but it's good form to include it. 3 years ago
Nico de Poel 2bbb4f3a1f Fixed incorrect scaled render size during FSR dispatch because of course, global variables and side-effects are bad m'kay. 3 years ago
Nico de Poel f93e371c2c Fixed camera viewport getting double scaled. This gets us back on track again. 3 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 4707ce8364 Implemented dynamic scaling through a custom scale factor. No ScalableBufferManager involved. Doesn't work nicely with MSVO AO, but otherwise does the job. 3 years ago
Nico de Poel e1660542ea Updated PPV2 code to version 3.3.1 3 years ago
Nico de Poel 91c6d58147 Comments 3 years ago
Nico de Poel 2e67acb859 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. 3 years ago
Nico de Poel 2323ae88d5 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. 3 years ago
Nico de Poel 9b140d20a3 Updated PPV2 code to version 3.3.0 3 years ago
Nico de Poel 5bca835097 Set a default motion blending value on depth-of-field when FSR is active. Reduces jittering artifacts on DoF blur. 3 years ago
Nico de Poel 0d6ba46401 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. 3 years ago
Nico de Poel a9bd7a284f Additional safety checks when applying mipmap bias offset 3 years ago
Nico de Poel d1965ee786 Callbacks factory does not need to be static and should not be static (i.e. allow for different callbacks depending on context) 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 397710f50f Added support for auto-transparency & composition 3 years ago
Nico de Poel ff34164ef3 Added support for auto-reactive mask generation, using a temp RT for storing the opaque-only image. 3 years ago
Nico de Poel 911d98f5a1 Implemented mipmap bias offsetting 3 years ago
Nico de Poel e9eb1f4e31 Implemented upscaling using FSR2. Currently only works when outputting directly to camera target. 3 years ago
Nico de Poel 18e9781013 Added methods for manipulating camera viewport rect 3 years ago
Nico de Poel 05d00e0963 Use PP context source texture for FSR2 input color buffer 3 years ago
Nico de Poel 4982b959d5 Made a start on showing FSR2 parameters in the inspector 3 years ago
Nico de Poel 77c4cd4954 Removed duplicate camera jitter application, fixing the jitter issue from before. 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