FSR2 tests in Unity based on built-in render pipeline
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Shader "FSR2/FSR2CopyDepth"
{
Properties
{
_MainTex ("Texture", 2D) = "" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
HLSLPROGRAM
#include "UnityCG.cginc"
struct v2f {
float4 vertex : SV_POSITION;
float2 texCoord : TEXCOORD0;
};
#pragma vertex vert_img
#pragma fragment frag
sampler2D _CameraDepthTexture;
fixed4 frag(v2f i) : COLOR
{
return tex2D(_CameraDepthTexture, i.texCoord);
}
ENDHLSL
}
}
Fallback Off
}