Nico de Poel
8a57d7a219
Updated FSR package version number to 1.0.1
1 year ago
Nico de Poel
72d5400659
Some cleanup and minor fixes
1 year ago
Nico de Poel
3f1c851616
Some cleanup and minor fixes
1 year ago
Nico de Poel
b7dc3f6a27
Updated to FSR 3.1.3 and integrated velocity factor into the UI
1 year ago
Nico de Poel
9e97cb3ac5
Reverted frame count hack originating from the WW1 code
1 year ago
Nico de Poel
509950b879
Went back to the vanilla FSR 3.1.1 package code and removed all CAS and standalone reactive mask code, to make the Upscaler abstraction as clean as possible.
1 year ago
Nico de Poel
a374290d99
Renamed "upscaling" field back to "superResolution" so as not to unnecessarily break API compatibility, and removed references to non-FSR upscaling techniques
1 year ago
Nico de Poel
ceb8421e79
Updated debug tools to allow A/B comparisons between upscalers
1 year ago
Nico de Poel
6ad499c57d
Added CAS sharpening shader
1 year ago
Nico de Poel
8db82e664c
Reworked upscaling integration to allow for multiple upscaler algorithms that can be switched on the fly.
1 year ago
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
79298e140b
Updated namespaces now that FSR3 is in a separate sub-namespace.
2 years ago
Nico de Poel
911ae9bb29
Removed .19f1 requirement from PPV2 package. Any Unity 2020.1 and up should be supported.
2 years ago
Nico de Poel
582cd80713
Took FSR3 code and shaders out of the PPV2 package and replaced it with an FSR3 package reference
2 years ago
Nico de Poel
d1808d542e
Updated SuperResolution effect implementation to be compatible with FSR 3.1
2 years ago
Nico de Poel
63d46a6c8e
Imported FSR 3.1 implementation
2 years ago
Nico de Poel
7b37a0fba1
Correctly destroy resources when not in play mode
2 years ago
Nico de Poel
c66ab6136d
Applied correct macros to input and output texture definitions for HDRP support
2 years ago
Nico de Poel
a6b7b7235e
Prevent Unity from treating shader include headers as native plugin code
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
d1f207d691
Removed empty parantheses from macro definition, as it breaks the Unity 2020.1 shader compiler.
2 years ago
Nico de Poel
415154ff54
- Separated FSR3 shader aggregate from the scriptable object, so that they can be embedded directly inside PostProcessResources
- No longer need to send callbacks to the FSR3 Context.
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.
This gives more control to the application about how shaders are loaded/unloaded, and it fits in much more nicely with PPV2's resources.
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.
ResourceView is also generic enough that it could/should be reused for any other FidelityFX effects, so this move makes sense.
2 years ago
Nico de Poel
6fc389f137
Fixed a few comments that still referred to FSR2
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."
This reverts commit 79f2ab14bf .
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
3fcb2cfc57
Renamed Pipelines to Passes
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.
This removes the need for a lot of HasValue checks, especially since all fields will eventually get a value anyway, making those checks rather redundant. This also makes it clearer that all SRVs will get bound with a valid input texture, even if the input is optional.
2 years ago
Nico de Poel
05db2a9c39
Changed prebaked RCAS configurations into an array, as there is no need for a dynamically sized list here.
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.
This eliminates the need for resource binding code outside of the core FSR2 classes, and makes the public API more strict and consistent. It also removes the need for the slightly awkward input/output resource debug checks.
2 years ago
Nico de Poel
02427c2c42
[PPV2] PPB-6 Disabled compute effects on WebGL and Android OpenGL ( #7936 )
* Disabled compute based effects not supported on WebGL and Android OpenGL
* Improved editor warning messages.
* Fix editor warning messages.
3 years ago
Nico de Poel
56d0050a72
Create opaque-only color buffer copy after opaque-only post-processing is done, and use the correct color format for the copy.
This creates a more accurate opaque-only reference for the auto-reactive pass, and improves compatibility with custom opaque-only effects.
3 years ago
Nico de Poel
51c5a44c1a
Set constant buffer data as part of the command buffers, instead of immediately.
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 )
AO no longer requires sparse texture support
3 years ago
Nico de Poel
a73b7ba0e2
Clear initial auto-exposure value to zero instead of negative one. Fixes black screen flashes on Metal when performing an accumulation reset.
3 years ago
Nico de Poel
5ee49f68a8
Reset atomic counter on any kind of reset, not just on first execution. Fixes black screen on Metal when doing a history reset.
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
0b7ae8ac05
Disable plugin importer settings on all FSR2 header include files
3 years ago
Nico de Poel
3a98642307
Restore original camera target texture if it hasn't been reset after FSR2 is disabled
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
17eb3f7700
Cleaned up the dynamic resolution feature by allowing dynamic scale to be disabled on screen-space RTs and globally disabling dynamic res only once, after upscaling.
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.
At least dynamic scaling works now, so we can go from here.
3 years ago