187 Commits (dad922c3380f6249431eb2ddb18027bd26e8fa5c)
 

Author SHA1 Message Date
Nico de Poel d320a76b89 Turned dispatch descriptions into structs, using in-parameters where applicable 11 months ago
Nico de Poel a0eeda1e84 Updated fragment shader passes to provide their output render targets to the Blit function, including multi-render targets 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 dd33e77b6f Reworked ASR passes to allow for blitting using fragment shaders, and got an idea of the problems yet to solve. Modified assets script and added it to the PPV2 resources. Some additional refactoring and bug fixing as well. 11 months ago
Nico de Poel d7191b98e7 Applied a few more recent fixes from the FSR2 codebase 11 months ago
Nico de Poel d3f60e2650 Added ASR runtime source files, as a copy of the FSR2 sources, with a bunch of renaming and stripped of some parts that we know we're not going to need. 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
Nico de Poel 299200cb9c Ported over jitter UV fixes from Snapdragon GitHub repo 1 year ago
Nico de Poel 9971d85ce4 Changed output texture formats from half to float, fixes Metal shader compilation issues on iOS 1 year ago
Nico de Poel 9f4b96ea25 Made integration more PPV2-like by using property sheets, material property blocks and the BlitFullScreenTriangle method. 1 year ago
Nico de Poel df58df61d6 Reorganized shader code such that standard BiRP and PPV2 can share the same common code with only some light wrappers to implement the differences 1 year ago
Nico de Poel 72df347315 Reworked 2-pass FS implementation to integrate more directly with the PPV2 framework, allowing for multi-target rendering using the fullscreen triangle blit, which eliminates the need for an extra blit at the end. 1 year ago
Nico de Poel cac783bebc Working SGSR2 2-pass FS implementation, bit dirty but good enough for testing. 1 year ago
Nico de Poel 87237bbddc Initial conversion to HLSL 1 year ago
Nico de Poel a0fa2c9e60 First import of GLSL fragment shaders plus some initial Unity shader setup 1 year ago
Nico de Poel a56f0742b5 Further tweaked motion vector processing, now the camera motion vectors from Unity produce an exact match with the auto-generated motion from the clip-delta matrix, in both D3D, Vulkan and OpenGL. It also makes sense with regards to the flipped Y-coordinate in screen space now. The final result looks good now too. 1 year ago
Nico de Poel 05989857c0 Added an untested and as of yet unused HDRP include file, just as an expression of what this file will look like for SRPs 1 year ago
Nico de Poel d354d07d81 Added scaleRatio to unify the cbuffer definition for all shaders, including the fragment shader variant. 1 year ago
Nico de Poel ed566a8beb Empirically determined the best setup for motion vectors in OpenGL, though it still doesn't make a whole lot of sense. Added opt-in debug symbols line to the upscale shaders to make analysis easier. 1 year ago
Nico de Poel 4f8cf086bf More specifically, set NDC Y-coordinate to be up when the Unity graphics API has UV's starting at the top 1 year ago
Nico de Poel 80a8532cb4 Cleaned up an unused argument 1 year ago
Nico de Poel 5b203e7ef5 Set normalized device coordinates Y direction to be up, which is standard in Unity, and properly detect non-zero motion vector inputs. This *seems* to be the correct recipe. 1 year ago
Nico de Poel 19b2969e58 Added macros to change nearest-depth and depth-clipping logic based on whether the Unity graphics API uses reversed Z or not 1 year ago
Nico de Poel 8635b131f6 Renamed SGSR2 compute shader resources class, to allow an easier distinction between fragment and compute variants later on 1 year ago
Nico de Poel 8d6036c91c Moved a bunch of common definitions and functions into a separate file 1 year ago
Nico de Poel 0469bb921f Reverted use of CBUFFER_ macros, as it was breaking the shaders on Vulkan 1 year ago
Nico de Poel 3285c552f4 Verified motion vector "decoding" against the auto-generated camera MVs based on the clip-space delta matrix, and made a small fix 1 year ago
Nico de Poel c43c8d11f9 Reworked SGSR2 classes, moving more logic to the base class, and implemented clip-space delta matrix as well as the is-camera-still logic. 1 year ago
Nico de Poel 9bf6a12c97 Minor optimization: use half float types wherever the original GLSL code uses mediump floats. 1 year ago
Nico de Poel 7217b0fc32 Unity-fied all SGSR2 shaders by changing all texture declarations and accesses into TextureXR-style macros, with a shared BiRP definitions file. 1 year ago
Nico de Poel 0f7baf0b52 Implemented 2-pass CS dispatch 1 year ago
Nico de Poel d4c1d3f56e Made SGSR2 upscaler plugin abstract and split off 3-pass CS version into its own separate class 1 year ago
Nico de Poel 14fa1bc7d2 Initial port of SGSR2 2-pass compute shaders to HLSL (untested) 1 year ago
Nico de Poel 708e4308c5 Consolidated SGSR2 shaders into single .compute files as there's not much point in using includes, and grouped them together into a 3-pass folder. This will make it easier to add the other variants later. 1 year ago
Nico de Poel 7a259062d8 Working SGSR2 3-pass: 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