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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LensDirt00.png Initial commit with clean version of PPV2 v3.2.2 3 years ago
LensDirt00.png.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
LensDirt01.png Initial commit with clean version of PPV2 v3.2.2 3 years ago
LensDirt01.png.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
LensDirt02.png Initial commit with clean version of PPV2 v3.2.2 3 years ago
LensDirt02.png.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
LensDirt03.png Initial commit with clean version of PPV2 v3.2.2 3 years ago
LensDirt03.png.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago