Nico de Poel ndepoel
  • Joined on May 08, 2021
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ndepoel pushed to srp at ndepoel/FSRPackage

  • d6ab273f8b Reworked SPD atomic counter to use a compute buffer (which has atomic operations available on Metal) instead of a one-pixel read/write texture.

3 weeks ago

ndepoel pushed to srp at ndepoel/FSRPackage

3 weeks ago

ndepoel pushed to srp at ndepoel/FSRPackage

  • eca9d742ff Replaced custom texture type macros with the appropriate TextureXR versions

3 weeks ago

ndepoel pushed to srp at ndepoel/FSRPackage

  • cb6efd6c74 Use Core SRP shader includes to define Texture XR macros, replacing the old ad-hoc solution
  • d153e59498 Fixed a number of shader compiler warnings from using a more modern compiler
  • ddd3e57daf Added Core SRP dependency, updated some code to Unity 6.7 standards, and updated copyright year for modified files.
  • Compare 3 commits »

3 weeks ago

ndepoel created branch srp in ndepoel/FSRPackage

3 weeks ago

ndepoel pushed to swapchain at ndepoel/FSR3UnityPlugin

9 months ago

ndepoel pushed to master at ndepoel/FSR3UnityPlugin

9 months ago

ndepoel pushed to swapchain at ndepoel/FSR3UnityPlugin

9 months ago

ndepoel created branch swapchain in ndepoel/FSR3UnityPlugin

9 months ago

ndepoel pushed to master at ndepoel/FSR3UnityPlugin

  • f79ad52483 Updated Unity plugin API headers, with support for new D3D12 v8 interface

9 months ago

ndepoel pushed to may2025update at ndepoel/FSRTestPPV2

1 year ago

ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage

  • 89f8f0d71f FSR 2.3.4/3.1.5 update: Fix for possible negative rcas output.

1 year ago

ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage

  • c31c462f7f Fixed Metal not getting compiled with texture array support, which broke HDRP support.

1 year ago

ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage

2 years ago

ndepoel pushed to master at ndepoel/FSR3UnityPlugin

  • 587cec3a33 Updated to FidelityFX SDK 1.1.4 with FSR 3.1.4

2 years ago

ndepoel pushed to may2025update at ndepoel/FSRTestPPV2

  • c822943546 Backported fixes for auto-exposure and new locks

2 years ago

ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage

  • ef8a19887b (FSR3) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass.
  • 5bb38aa76d (FSR2) Clear new locks buffer ahead of the frame instead of at the end of the Accumulate pass. This makes more sense with NewLocks being an aliasable (temp RT) resource, and it avoids reading and writing to the same texture in the Accumulate pass.
  • fddefa8165 Changed auto-exposure texture into a double buffered resource (FSR3), to avoid issues with reading and writing to the same texture in the compute luminance pass. This allows fast exposure convergence without issues on OpenGL and Metal.
  • 97af0d9d8a Changed auto-exposure texture into a double buffered resource (FSR2), to avoid issues with reading and writing to the same texture in the compute luminance pass. This allows fast exposure convergence without issues on OpenGL and Metal.
  • Compare 4 commits »

2 years ago

ndepoel pushed to may2025update at ndepoel/FSRTestPPV2

2 years ago

ndepoel created branch may2025update in ndepoel/FSRTestPPV2

2 years ago

ndepoel pushed to fsr3.1.4 at ndepoel/FSRPackage

2 years ago