17 Commits (90490e88192b53eac4431d845860d942a398106a)

Author SHA1 Message Date
Nico de Poel 90490e8819 Temp disabled Native16Bit again, as it does cause compilation issues when building for standalone. Need to make a split between Modern and Legacy here. 11 months ago
Nico de Poel 8d85253def Enabled Native16Bit requirement for Vulkan, which sets a precedent for other graphics APIs to use this as well 11 months ago
Nico de Poel 090b9135e8 Reworked auto-exposure to use a double buffered render texture, which allows the smooth exposure transition logic to load a value that's guaranteed to be from the previous frame. Fixes artifacting and flickering issues caused by loading & storing to the same texture. 11 months ago
Nico de Poel 4c93edccde Added type definitions for PSSL (PS4/5) and removed hard-coded FFMX_HALF defines. Let the multi-compile shaders and C# code control that. 11 months ago
Nico de Poel 9ef2bfdef0 Reverted rework of accumulation parameter initialization function to what it originally was, but with a struct clear to zero. 11 months ago
Nico de Poel c92e35ff73 Added balanced and performance preset keywords to the depth clip and accumulate passes, which seem to be the only ones that use it. Makes the Balanced variant work. Performance variant still problematic. 11 months ago
Nico de Poel 943d119706 Fixed a number of issues to make Quality variant work: 11 months ago
Nico de Poel c4df3d45aa Got UAV bindings in fragment shaders to work in what I think is the correct way 11 months ago
Nico de Poel 82734c7606 Went over all the shader inputs and output and implemented them. Realized that some fragment shaders use UAVs with random write, is that even possible in Unity? 11 months ago
Nico de Poel 20a930097e Added keywords for balanced/performance presets and GLES support 11 months ago
Nico de Poel d5bbadaa77 Made all the ASR shader keywords global and encapsulated all of the keyword management into a separate class, which will enable and disable keywords globally based on the initialization flags and dispatch parameters. 11 months ago
Nico de Poel c8eebd63ed Added multi-compile keywords for all fragment shaders, and added Metal workaround for texture atomics 11 months ago
Nico de Poel a85e242d4c Added shaders for the two compute passes, plus a few minor fixes 11 months ago
Nico de Poel d77922cc4b Backported fixes that we already know are going to be necessary for full Unity support: 11 months ago
Nico de Poel 1551a3ccf8 Added the remaining vertex/fragment shader passes and made the same modifications to get them to compile 11 months ago
Nico de Poel c27195fb9a Defined a vertex/fragment shader for the accumulate pass, with initial modifications to make things compile as a proof of concept: 11 months ago
Nico de Poel 66059cb742 Imported ARM ASR shader code for HLSL without any modifications 11 months ago