Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel c308726c1c Don't use FSR2 when in edit mode 3 years ago
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Editor Allow a choice for exposure value source: either auto-calculated from FSR2 or Unity, or a manual texture, or the default value. 3 years ago
Gizmos Initial commit with clean version of PPV2 v3.2.2 3 years ago
Runtime Don't use FSR2 when in edit mode 3 years ago
Shaders Imported FSR2 shaders and core classes 3 years ago
Textures Initial commit with clean version of PPV2 v3.2.2 3 years ago
Editor.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Gizmos.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessResources.asset Initial integration of FSR2 into the post-processing pipeline, as just an alternative to the standard TAA option. No upscaling yet. 3 years ago
PostProcessResources.asset.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Runtime.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Shaders.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Textures.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago