Thanks for the fast reply. Unfortunately, this person showed only how to do uniform VRS on a texture. I’m looking for how to implement Tier 2, screen-space VRS, like how foveated rendering works. I’m looking for some way to pass an image that has (non-uniform) shading rate information on it.
From this page on the Unreal website, the fixed foveated rendering can use an image like this to tell the hardware VRS how to function.
So far what I’ve found is that these images are generated on the fly in the source code, still working on it.