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Implemented Snapdragon Game Super Resolution #8072

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@Torgo13 Torgo13 commented May 15, 2024

Please read the Contributing guide before making a PR.

Checklist for PR maker

  • Have you added a backport label (if needed)? For example, the need-backport-* label. After you backport the PR, the label changes to backported-*.
  • Have you updated the changelog? Each package has a CHANGELOG.md file.
  • Have you updated or added the documentation for your PR? When you add a new feature, change a property name, or change the behavior of a feature, it's best practice to include related documentation changes in the same PR. If you do add documentation, make sure to add the relevant Graphics Docs team member as a reviewer of the PR. If you are not sure which person to add, see the Docs team contacts sheet.
  • Have you added a graphic test for your PR (if needed)? When you add a new feature, or discover a bug that tests don't cover, please add a graphic test.

Purpose of this PR

Snapdragon™ Game Super Resolution is a lightweight anti-aliasing and upscaling solution optimised for mobile devices such as Adreno™ GPU hardware. Compared to AMD FidelityFX™ Super Resolution 1.0, it performs both upscaling and sharpening in a single GPU shader pass.

https://github.com/SnapdragonStudios/snapdragon-gsr

This is a port of the SGSR sample to the Universal Render Pipeline. It adds a new upscaling filter to the UniversalRenderPipelineAsset and is applied when the render scale is less than 1.


Testing status

I have tested SGSR on an AMD 680M, an Adreno 650, an Apple M1 8-Core GPU and an Apple A13 Bionic GPU. I have also tested it in Unity 2022.3.28f1 with URP 14.0.11.


Comments to reviewers

Areas for improvement include moving the added functions in FinalPost.shader to a separate header file like in the official sample, as well as exposing the three options in sgsr_mobile.hlsl to the editor, allowing SGSR to be more effective for VR use.

I will follow up this draft with a commit updating the documentation and changelog.

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