Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel
c27195fb9a
Defined a vertex/fragment shader for the accumulate pass, with initial modifications to make things compile as a proof of concept:
- Removed vk::binding directives, as they are only meant for Vulkan and don't mean anything to Unity
- Initialize inout struct as zero to stop Unity compiler complaints
- Renamed vertex main function to VertMain to prevent duplicate main function declaration
- Removed duplicate VertexOut struct declaration
- Removed unused header includes in vertex shader code, preventing duplicate declarations
- Fixed up a few relative header include paths
11 months ago
..
2_pass_cs
Ported over jitter UV fixes from Snapdragon GitHub repo
1 year ago
2_pass_fs
Ported over jitter UV fixes from Snapdragon GitHub repo
1 year ago
3_pass_cs
Ported over jitter UV fixes from Snapdragon GitHub repo
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