Commit Graph

  • e1660542ea Updated PPV2 code to version 3.3.1 Nico de Poel 2023-06-07 11:01:52 +0200
  • 91c6d58147 Comments Nico de Poel 2023-06-07 10:58:15 +0200
  • 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. Nico de Poel 2023-06-06 20:04:55 +0200
  • c37b796404 Take control of the camera target texture and blit directly to it. This allows FSR2 upscaling to work on cameras that output to a target texture. Nico de Poel 2023-06-06 19:29:39 +0200
  • 79211d3dbb - Consolidated accumulate and accumulate+sharpen pipelines into a single pipeline, with the sharpening option being changed into a local keyword that can be enabled or disabled on-the-fly. This removes the need for an additional copy of the accumulate shader, saving a considerable amount of memory. - Changed the atomic counter from a temporary RT that gets reset every frame, to a permanent resource that gets set to 0 only on the first execution frame. Fixes auto-exposure causing a black screen on MacOS. Nico de Poel 2023-06-06 16:08:45 +0200
  • 986e7386a4 Set up the project for testing various standalone builds Nico de Poel 2023-06-02 15:41:32 +0200
  • 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. Nico de Poel 2023-06-02 11:24:22 +0200
  • 1a063e971f Use the correct method to release temporary render textures. Fixes memory leaks from RT's not getting released properly. Nico de Poel 2023-06-02 09:35:56 +0200
  • 3318db3405 Merge branch 'master' into fsr2 Nico de Poel 2023-06-01 14:44:22 +0200
  • 9b140d20a3 Updated PPV2 code to version 3.3.0 Nico de Poel 2023-06-01 14:43:30 +0200
  • 5bca835097 Set a default motion blending value on depth-of-field when FSR is active. Reduces jittering artifacts on DoF blur. Nico de Poel 2023-06-01 11:34:38 +0200
  • 489b8571d2 Reset camera viewport in OnRenderImage when we're not blitting directly to the camera target. This fixes some potential issues with other systems that are affected by when/where the camera viewport is modified. Nico de Poel 2023-06-01 11:09:13 +0200
  • 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. Nico de Poel 2023-06-01 10:02:15 +0200
  • a9bd7a284f Additional safety checks when applying mipmap bias offset Nico de Poel 2023-05-31 17:40:18 +0200
  • d1965ee786 Callbacks factory does not need to be static and should not be static (i.e. allow for different callbacks depending on context) Nico de Poel 2023-05-30 20:42:59 +0200
  • 6eeb3f1f46 Added inspector fields for remaining properties Nico de Poel 2023-05-30 18:51:20 +0200
  • c308726c1c Don't use FSR2 when in edit mode Nico de Poel 2023-05-30 18:42:18 +0200
  • 23d26aa84b Allow a choice for exposure value source: either auto-calculated from FSR2 or Unity, or a manual texture, or the default value. Nico de Poel 2023-05-30 18:40:36 +0200
  • 66cf9bf16a Bits and bobs Nico de Poel 2023-05-30 17:23:11 +0200
  • 397710f50f Added support for auto-transparency & composition Nico de Poel 2023-05-30 16:59:08 +0200
  • ff34164ef3 Added support for auto-reactive mask generation, using a temp RT for storing the opaque-only image. Nico de Poel 2023-05-30 16:36:49 +0200
  • ea05e5da58 Perform OnRenderImage blit using an explicit temporary RT for the upscaled output. This can be blitted directly instead of needing an awkward command buffer, and it'll be less likely to cause issues than blitting from and to the same display buffer. Nico de Poel 2023-05-30 14:59:17 +0200
  • 884adee6ed Abuse display buffer to store upscaled image and blit it to the camera output destination in OnRenderImage. Bit of a hack but it works to support not outputting directly to the camera target. Nico de Poel 2023-05-30 14:50:30 +0200
  • f8f2ac2792 Added motion blur to the post-process profile, along with a script to test camera movement Nico de Poel 2023-05-30 13:48:47 +0200
  • 911d98f5a1 Implemented mipmap bias offsetting Nico de Poel 2023-05-30 12:32:14 +0200
  • e9eb1f4e31 Implemented upscaling using FSR2. Currently only works when outputting directly to camera target. Nico de Poel 2023-05-30 12:24:28 +0200
  • 18e9781013 Added methods for manipulating camera viewport rect Nico de Poel 2023-05-30 11:05:24 +0200
  • 05d00e0963 Use PP context source texture for FSR2 input color buffer Nico de Poel 2023-05-30 11:05:02 +0200
  • 695c09e8ff Added a custom effect injection point right before upscaling & TAA, to be rendered at the lower internal rendering resolution. Nico de Poel 2023-05-29 18:41:51 +0200
  • 4982b959d5 Made a start on showing FSR2 parameters in the inspector Nico de Poel 2023-05-29 17:23:01 +0200
  • 77c4cd4954 Removed duplicate camera jitter application, fixing the jitter issue from before. Also cleaned up an unused render texture. Nico de Poel 2023-05-29 17:01:11 +0200
  • 99cbc183f8 Initial integration of FSR2 into the post-processing pipeline, as just an alternative to the standard TAA option. No upscaling yet. Some issues with jittering still remain, but the basic functionality is there. Nico de Poel 2023-05-29 16:54:18 +0200
  • 6ecfb65943 Imported FSR2 shaders and core classes Nico de Poel 2023-05-29 11:48:34 +0200
  • 94d604ab6c Initial commit with clean version of PPV2 v3.2.2 Nico de Poel 2023-05-04 16:47:59 +0200