Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel 72df347315 Reworked 2-pass FS implementation to integrate more directly with the PPV2 framework, allowing for multi-target rendering using the fullscreen triangle blit, which eliminates the need for an extra blit at the end. 1 year ago
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2_pass_cs Added scaleRatio to unify the cbuffer definition for all shaders, including the fragment shader variant. 1 year ago
2_pass_fs Reworked 2-pass FS implementation to integrate more directly with the PPV2 framework, allowing for multi-target rendering using the fullscreen triangle blit, which eliminates the need for an extra blit at the end. 1 year ago
3_pass_cs Empirically determined the best setup for motion vectors in OpenGL, though it still doesn't make a whole lot of sense. Added opt-in debug symbols line to the upscale shaders to make analysis easier. 1 year ago
2_pass_cs.meta Initial port of SGSR2 2-pass compute shaders to HLSL (untested) 1 year ago
2_pass_fs.meta First import of GLSL fragment shaders plus some initial Unity shader setup 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 Further tweaked motion vector processing, now the camera motion vectors from Unity produce an exact match with the auto-generated motion from the clip-delta matrix, in both D3D, Vulkan and OpenGL. It also makes sense with regards to the flipped Y-coordinate in screen space now. The final result looks good now too. 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 Working SGSR2 2-pass FS implementation, bit dirty but good enough for testing. 1 year ago
sgsr2_common.hlsl.meta Moved a bunch of common definitions and functions into a separate file 1 year ago
sgsr2_hdrp.hlsl Further tweaked motion vector processing, now the camera motion vectors from Unity produce an exact match with the auto-generated motion from the clip-delta matrix, in both D3D, Vulkan and OpenGL. It also makes sense with regards to the flipped Y-coordinate in screen space now. The final result looks good now too. 1 year ago
sgsr2_hdrp.hlsl.meta Added an untested and as of yet unused HDRP include file, just as an expression of what this file will look like for SRPs 1 year ago