FSR2 tests in Unity based on built-in render pipeline
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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
}