Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel c37b796404 Take control of the camera target texture and blit directly to it. This allows FSR2 upscaling to work on cameras that output to a target texture. 3 years ago
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Attributes Initial commit with clean version of PPV2 v3.2.2 3 years ago
Effects Refactored opaque-only color texture to be provided as a property, instead of as a function argument. This keeps the Render() method in line with all of the other effects. 3 years ago
FSR2 - Consolidated accumulate and accumulate+sharpen pipelines into a single pipeline, with the sharpening option being changed into a local keyword that can be enabled or disabled on-the-fly. This removes the need for an additional copy of the accumulate shader, saving a considerable amount of memory. 3 years ago
Monitors Initial commit with clean version of PPV2 v3.2.2 3 years ago
Utils Updated PPV2 code to version 3.3.0 3 years ago
Attributes.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Effects.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
FSR2.meta Imported FSR2 shaders and core classes 3 years ago
Monitors.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
ParameterOverride.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
ParameterOverride.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessBundle.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessBundle.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessDebug.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessDebug.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessDebugLayer.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessDebugLayer.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessEffectRenderer.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessEffectRenderer.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessEffectSettings.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessEffectSettings.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessEvent.cs Added a custom effect injection point right before upscaling & TAA, to be rendered at the lower internal rendering resolution. 3 years ago
PostProcessEvent.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessLayer.cs Take control of the camera target texture and blit directly to it. This allows FSR2 upscaling to work on cameras that output to a target texture. 3 years ago
PostProcessLayer.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessManager.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessManager.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessProfile.cs Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessProfile.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessRenderContext.cs Merge branch 'master' into fsr2 3 years ago
PostProcessRenderContext.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessResources.cs 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.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
PostProcessVolume.cs Updated PPV2 code to version 3.3.0 3 years ago
PostProcessVolume.cs.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Unity.Postprocessing.Runtime.asmdef Initial commit with clean version of PPV2 v3.2.2 3 years ago
Unity.Postprocessing.Runtime.asmdef.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago
Utils.meta Initial commit with clean version of PPV2 v3.2.2 3 years ago