Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel
c4b59c7dc3
Bunch of fixes to make ASR Quality somewhat work on PS5, without reactive mask still:
- Define macros for various VS/FS binding intrinsics
- Use pragmas to set output formats for render targets that aren't normal RGBA
- Added alpha channel to color output targets, so that they're 4-channel instead of 3
- Pass FSR2 constant buffer to reactive mask shader (may not matter)
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