Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel 3912c66b0d Bind new locks to the accumulate shader as a regular SRV (read-only), and clear the locks buffer ahead of time instead of at the end of the accumulate shader. This simplifies the shader binding setup, as well as being "more correct" because we're using a temporary RT for the locks buffer, meaning it makes no sense to clear it for the next frame. 1 year ago
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DrywallPainted_Normal.tif Initial commit with clean version of PPV2 v3.2.2 3 years ago
DrywallPainted_Normal.tif.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Drywall_Albedo.tif Initial commit with clean version of PPV2 v3.2.2 3 years ago
Drywall_Albedo.tif.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Drywall_AlbedoSmoothness.tif Initial commit with clean version of PPV2 v3.2.2 3 years ago
Drywall_AlbedoSmoothness.tif.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Drywall_Normal.tif Initial commit with clean version of PPV2 v3.2.2 3 years ago
Drywall_Normal.tif.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago