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Details

Latest version
1.2.0
Last Updated
First Uploaded
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173
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0
Size
247KB
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Changelog

1.2.0

  • Fixed the black frame caused by caching a transient REPOFidelity/DLSS native texture pointer.
  • Added persistent Unity-owned source and depth-normal copies, eliminating GetNativeTexturePtr from the per-frame path without retaining external resources.
  • Added a native source-frame fallback for D3D11 view or renderer failures and automatic safe bypass after an error.
  • Moved all HLSL compilation to the package build and embedded precompiled DXBC in the DLL, removing the first-render shader compilation hitch.
  • Expanded temporal work distribution to 2-8 phases and enabled it for every preset, including Ultra.
  • Retuned Ultra from 0.75 scale, 3×28 rays/steps without interleaving to 0.66 scale, 2×18 with two phases.
  • Reduced repeated XR subsystem queries and render-camera reflection work.
  • Added a regression test that reproduces D3D11 CreateShaderResourceView error 0x80070057 and verifies a non-black fallback frame.

1.1.0

  • Removed five per-frame GetNativeTexturePtr calls that could synchronize Unity's main and render threads.
  • Cached stable D3D11 shader-resource and render-target views instead of recreating them every frame.
  • Removed a redundant full-screen fallback copy from the successful render path.
  • Added temporal pixel interleaving to distribute ray-marching work evenly across frames and improve frame-time consistency.
  • Replaced the square bilateral denoiser kernel with a sparse cross kernel, reducing its radius 1/2/3 tap counts from 9/25/49 to 5/9/13.
  • Avoided decoding ray-step normals until a potential geometry hit is found.
  • Retuned every quality preset for substantially lower peak GPU cost, especially when stacked with REPOFidelity.
  • Added a configurable Temporal Interleave option to the Custom preset.

1.0.0

  • Initial release.
  • Added D3D11 screen-space diffuse ray tracing.
  • Added temporal accumulation with depth-based history rejection.
  • Added edge-aware spatial denoising.
  • Added four tuned presets and a custom quality mode.
  • Added REPOConfig-compatible in-game settings.
  • Added conservative RTX 5070-class automatic GPU activation.
  • Added a full bypass mode and an F8 session comparison toggle.
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