Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel 760003744f Added missing bits of temporal reactive implementation in the FP32 code path, and only bind the relevant inputs to the Accumulate shader based on the ASR mode. Fixes Balanced and Performance modes on Xbox One, which for some reason still seems to be running the FP32 code path, no matter what the FFXM_HALF keyword is set to. 11 months ago
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DisplayNameAttribute.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
DisplayNameAttribute.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
MaxAttribute.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
MaxAttribute.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
MinAttribute.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
MinAttribute.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
MinMaxAttribute.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
MinMaxAttribute.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessAttribute.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessAttribute.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
TrackballAttribute.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
TrackballAttribute.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago