120 Commits (93ba13108776a948ec4e27a00e2b3820564b0496)
 

Author SHA1 Message Date
Nico de Poel 93ba131087 Renamed exported PSSR functions 1 year ago
Nico de Poel 5845b0f7ca Refactored MFSR dispatch into its own function, to be consistent with the other rendering events and to allow direct calls from managed code if desired. 1 year ago
Nico de Poel a4a422b8dc Fixed a subtle bug where pointers to two structs that were out of scope were being passed to the MFSR initialization. This only went wrong when the native plugin was compiled with optimizations enabled. 1 year ago
Nico de Poel da270aef75 Ported back a few fixes from Isonzo: 1 year ago
Nico de Poel 4406d9d697 Destroy context by directly calling into the library instead of using a plugin event. Seems perfectly stable in testing and fixes an issue where occasionally the wrong context index would come through in native code. 1 year ago
Nico de Poel 3931c67a7e Fixed a memory leak on repeated destroy/create, as it turns out MFSR doesn't take ownership of the memory you allocate for it. You have to keep track of this and release it yourself. 1 year ago
Nico de Poel 0596b31ab5 Eliminated the extra output color texture copy, which turned out to be not necessary. Both the CAS sharpen pass and Blit will take care of the necessary conversion. 1 year ago
Nico de Poel 16774bc66f Removed obsolete and unused code files from the plugin 1 year ago
Nico de Poel e856979480 Cleanup and comments 1 year ago
Nico de Poel efd7240f94 Rotate between PSSR contexts to further reduce risk of race conditions between destroy & create 1 year ago
Nico de Poel f87457803c Reworked plugin structure so that up to four MFSR context can be created and used, with Unity being able to select which context to use. 1 year ago
Nico de Poel 470c178e4f Moved command buffer creation/destruction to context create/destroy, so that the command buffer is directly associated with the MFSR context. 1 year ago
Nico de Poel 8ac6e5f4ec Use CAS with precise math 1 year ago
Nico de Poel b3da3e5cee Added optional CAS sharpening step with halved sharpness range. Fixed the CAS shader to keep the output in HDR. 1 year ago
Nico de Poel 49a55498c4 Simplified prepare inputs shader by removing the conditionals and the entire constant buffer 1 year ago
Nico de Poel 0bbf0de336 Initialize PSSR plugin once in class constructor and don't bother cleaning up, since we can reuse the same shared resources for the duration of the application's lifetime. 1 year ago
Nico de Poel 9a80b0f1c0 Some cleanup and reorganization 1 year ago
Nico de Poel 7f48d82c81 - Provide copies of depth and MVs ourselves, which ties in nicely with the mandatory Prepare Input copying. 1 year ago
Nico de Poel 010be580b9 Simplified prepare inputs shader and added a comment about the depth RT 1 year ago
Nico de Poel dc12bc4a45 Allow option flags to be set from Unity and set motion vector gamma to 1 by default 1 year ago
Nico de Poel 2ecc2d54b9 - Use non-jittered camera projection matrix 1 year ago
Nico de Poel 67d90c9b14 Added PSSR plugin source 1 year ago
Nico de Poel 8d973cf234 First working proof-of-concept implementation of PSSR 1 year ago
Nico de Poel 5646e0a325 Added PoC SGSR2 upscaler 1 year ago
Nico de Poel 295a856287 Additional debug output 1 year ago
Nico de Poel 3ab97172e6 Upgraded project to Unity 2022.3.47f1, enabled Trinity support and set up some initial resolution values 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 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 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 da866d9e25 Merge branch 'master' into fsr2 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