Shader "FSR2/FSRTest" { Properties { _MainTex ("Texture", 2D) = "" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off HLSLPROGRAM // include the unityCG.cginc #include "UnityCG.cginc" // The default vert setup used in all the shaders struct v2f { float4 vertex : SV_POSITION; float2 texCoord : TEXCOORD0; }; #pragma vertex vert_img #pragma fragment frag sampler2D _MainTex; sampler2D _CameraDepthTexture; sampler2D_half _CameraMotionVectorsTexture; fixed4 frag(v2f i) : COLOR { return tex2D(_MainTex, i.texCoord).rgba; return fixed4(((tex2D(_CameraMotionVectorsTexture, i.texCoord) + 0.5f) / 2.0f).xyz, 1.0f); //return tex2D(_CameraDepthTexture, i.texCoord).rrra; } ENDHLSL } } Fallback Off }