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snapdragon-gsr

Snapdragon Game Super Resolution for Unity BIRP

For more information and up-to-date versions, check the official GSR git page: Snapdragon GSR GitHub

Quick Readme (also included in the HLSL file)

SGSR is used the same way FSR1 is used. Like this:

Note: Keep in mind your viewport/screen size must be the size you want to upscale (max up to 2x).

Integration:

  1. Include the sgsr_mobile.hlsl file in your post-process shader.

  2. Use the UNITY_DECLARE_TEX2D Macro as it takes care of both the Texture and Sampler declaration, like so:

    UNITY_DECLARE_TEX2D(_MainTex);
    
  3. Declare this additional sampler. I believe the one declared with the UNITY_DECLARE_TEX2D macro is enough, but just in case:

    SamplerState sampler_LinearClamp;
    
  4. Call the SgsrYuvH function in your post-process fragment shader.

Function Parameters Explanation:

Example usage:

half4 color = half4(0, 0, 0, 1);
SgsrYuvH(color, i.uv, ViewportInfo);