Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel 19b2969e58 Added macros to change nearest-depth and depth-clipping logic based on whether the Unity graphics API uses reversed Z or not 1 year ago
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2_pass_cs Added macros to change nearest-depth and depth-clipping logic based on whether the Unity graphics API uses reversed Z or not 1 year ago
3_pass_cs Added macros to change nearest-depth and depth-clipping logic based on whether the Unity graphics API uses reversed Z or not 1 year ago
2_pass_cs.meta Initial port of SGSR2 2-pass compute shaders to HLSL (untested) 1 year ago
3_pass_cs.meta Consolidated SGSR2 shaders into single .compute files as there's not much point in using includes, and grouped them together into a 3-pass folder. This will make it easier to add the other variants later. 1 year ago
sgsr2_birp.hlsl Verified motion vector "decoding" against the auto-generated camera MVs based on the clip-space delta matrix, and made a small fix 1 year ago
sgsr2_birp.hlsl.meta Unity-fied all SGSR2 shaders by changing all texture declarations and accesses into TextureXR-style macros, with a shared BiRP definitions file. 1 year ago
sgsr2_common.hlsl Added macros to change nearest-depth and depth-clipping logic based on whether the Unity graphics API uses reversed Z or not 1 year ago
sgsr2_common.hlsl.meta Moved a bunch of common definitions and functions into a separate file 1 year ago