Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel c43c8d11f9 Reworked SGSR2 classes, moving more logic to the base class, and implemented clip-space delta matrix as well as the is-camera-still logic. 1 year ago
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2_pass_cs Minor optimization: use half float types wherever the original GLSL code uses mediump floats. 1 year ago
3_pass_cs Minor optimization: use half float types wherever the original GLSL code uses mediump floats. 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 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_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