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@hanbim520
hanbim520 / opt_fsr.fxh
Created October 20, 2023 04:30 — forked from atyuwen/opt_fsr.fxh
An optimized AMD FSR implementation for Mobiles
//==============================================================================================================================
// An optimized AMD FSR's EASU implementation for Mobiles
// Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1.h
// Details can be found: https://atyuwen.github.io/posts/optimizing-fsr/
// Distributed under the MIT License. Copyright (c) 2021 atyuwen.
// -- FsrEasuSampleH should be implemented by calling shader, like following:
// AH3 FsrEasuSampleH(AF2 p) { return MyTex.SampleLevel(LinearSampler, p, 0).xyz; }
//==============================================================================================================================
void FsrEasuL(
out AH3 pix,
@hanbim520
hanbim520 / Bind.cs
Created September 3, 2018 12:44 — forked from tsubaki/Bind.cs
Timeline (Unity 2017b5) Fade sample
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using UnityEngine.Playables;
// bind canvas group on runtime.
public class Bind : MonoBehaviour
{