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Unity XScaling - A library for Realtime Texture and Rendering Upscaling (Super-Resolution)

Upscale your textures / rendering with realtime GPU-based and cross-platform shaders

Published
2 min read
Unity XScaling - A library for Realtime Texture and Rendering Upscaling (Super-Resolution)
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🤔 My name is Elijah, I've been working in the game development industry for more than 10 years and I love to solve various problems related to my field.

🔭 My main tool as a person working with both mobile and console games is of course Unity.

⚡I also worked with WebGL and used mostly C# or NodeJS as a server language. I would be glad to share my experience - you can always write to me in Discord (SodaBoom).

Hey, everybody. I recently finished the first version of a library for real-time upscaling (texture enhancement). Unity XScaling Framework - is a set of tools for texture upscaling and real-time camera rendering, allowing you to improve picture quality without increasing the size of your build.

Simply load 256x256 textures into your build and upscale them to any size in real time on demand. Or increase performance and quality with Super-Resolution Rendering and the Camera Upscale component

❓ What does the XScaling Library include?

  • Real-time Texture Upscaling;

  • UI Image and RawImage Upscaler;

  • Distance-based textures upscaling;

  • Rendering Upscaling (Super-Sampling) (similar FRS or DLSS but fully cross-platform);

  • GPU-Based and cross-platform;

Get Started

Unity XScaling installs into your project as easily as possible - basic installation and configuration takes only 4 steps.

Basic Installation:

  • Download Latest Release from GitHUB;

  • Import .unitypackage into your project;

  • See example scenes or add ready-to-use components on your models / ui elements;

  • Done!

Dependencies:

  • Unity 2019+ and Built-in Render Pipeline Only (URP and HDRP support is coming soon);

  • TextMesh Pro and Texture2D packages for UI support;

Note

This library is still under development. The system performs best on cartoon textures, but I aim to solve this soon by adding new algorithms such as Real-ESRGAN. Do not use preset HQ Quality at Production. Use HQ Performance instead.

And of course thank you for reading, I would be happy to discuss various upscaling algorithms and work together!


You can also support open-source development, writing tutorials, articles and see ready-made solutions for your projects:

My Discord | My Blog | My GitHub | Buy me a Beer

BTC: bc1qef2d34r4xkrm48zknjdjt7c0ea92ay9m2a7q55

ETH: 0x1112a2Ef850711DF4dE9c432376F255f416ef5d0

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Who has the source code of a mature and large-scale multiplayer online mobile game from a major game company? I'm willing to pay a super high fee to buy Contact me q791864008q@gmail.com

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