Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel 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. 3 years ago
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Linear_to_Unity_Log_r1.cube Initial commit with clean version of PPV2 v3.2.2 3 years ago
Linear_to_Unity_Log_r1.cube.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Linear_to_sRGB_r1.cube Initial commit with clean version of PPV2 v3.2.2 3 years ago
Linear_to_sRGB_r1.cube.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Unity_Log_to_Linear_r1.cube Initial commit with clean version of PPV2 v3.2.2 3 years ago
Unity_Log_to_Linear_r1.cube.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Unity_Log_to_sRGB_r1.cube Initial commit with clean version of PPV2 v3.2.2 3 years ago
Unity_Log_to_sRGB_r1.cube.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
sRGB_to_Linear_r1.cube Initial commit with clean version of PPV2 v3.2.2 3 years ago
sRGB_to_Linear_r1.cube.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
sRGB_to_Unity_Log_r1.cube Initial commit with clean version of PPV2 v3.2.2 3 years ago
sRGB_to_Unity_Log_r1.cube.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago