Development repository for FSR2 integration into Unity Post-Processing Stack V2.
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Nico de Poel ed566a8beb 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
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2_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
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
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 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
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 More specifically, set NDC Y-coordinate to be up when the Unity graphics API has UV's starting at the top 1 year ago
sgsr2_common.hlsl.meta Moved a bunch of common definitions and functions into a separate file 1 year ago