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. 11 months ago
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com.unity.postprocessing@3.2.2 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. 11 months ago
fidelityfx.fsr@e28400609a Applied a few more recent fixes from the FSR2 codebase 11 months ago
com.unity.postprocessing@3.2.2.zip Initial commit with clean version of PPV2 v3.2.2 3 years ago
manifest.json Upgraded project to Unity 2022.3.47f1, enabled Trinity support and set up some initial resolution values 1 year ago
packages-lock.json Upgraded project to Unity 2022.3.47f1, enabled Trinity support and set up some initial resolution values 1 year ago