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Integrating AMD FidelityFX™ Super Resolution 2 (FSR 2) into Unity URP

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​ AMD FidelityFX Super Resolution 2 (FSR2) is an open source, high-quality solution for producing high resolution frames from lower resolution inputs. FSR2 uses temporal feedback to reconstruct high-resolution images while maintaining and even improving image quality compared to native rendering. ​ FSR2 can enable “practical performance” for costly render operations, such as hardware ray tracing. ​

Version

​ While this patch targets URP 12.1.7 in particular, you can still use this patch for other versions (including newer) with a few careful changes. Note that this version of the patch supports DX11 only. ​

Integration method

  1. Apply 0001-Added-FSR2-support-for-URP.patch to your local URP repository.
    • If you can’t use git apply <path to patch> directly due to your own modifications, merge this patch into your local code manually.
  2. Apply 0001-fsr-2.2-dx11-backend.patch to FidelityFX-FSR2 @v2.2.1.
  3. Follow the build instruction from here to compile the FSR 2 API library.
    • For DirectX® 11, you should run GenerateSolutionDX11.bat instead of GenerateSolutions.bat to get the Visual Studio® solution file (.sln).
  4. Generate the VisualStudio solution (.sln) file with CMake for the plugin.

Generate VS sln

  • UNITY_PLUGINAPI_INCLUDE_DIR: Unity plugin API include directory.
  • FFX_FSR2_API_INCLUDE_DIR: FSR 2 API include directory.
  • FFX_FSR2_LIB_DIR: FSR 2 link library directory.
  • FSR2_BACKEND: Set the backend. NOTE! Currently only dx11 is supported.
  • FSR2_UNITY_PLUGIN_DST_DIR: Destination directory for compiled fsr2-unity-plugin[d].dll. ​
  1. Add FSR2Feature into your URP renderer data.Add FSR2Feature

  1. Choose FidelityFX Super Resolution 2.0 as your Upscaling Filter and turn off MSAA. ​Choose FSR2

  1. Add FSR2PassControl to GameObject where it has a camera, and you want use FSR 2 to upscale the output of that camera. ​FSR2PassControl

  • Disable all the anti-aliasing methods applied to this camera.
  • Disable any post effects, e.g. Panini Projection, that cannot be used on the same camera with FSR 2. Try to use multi-cameras and put the effect on a different camera.
  • If you want FSR 2 to automatically generate reactive mask for you, you should make sure Output Reactive Mask is checked. Otherwise, you should provide your own masks with ReactiveMaskParameter.OptReactiveMaskTex and ReactiveMaskParameter.OptTransparencyAndCompositionTex.

More information

​ To find out more about FSR 2, please visit our AMD FidelityFX FSR 2 page on GPUOpen.

This plugin is developed by AMD and is distributed subject to the MIT license. For more information about the plugin, FSR, or if you have any support questions, please visit GPUOpen.

“Unity”, Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere.

DirectX and Microsoft are registered trademarks of Microsoft Corporation in the US and other jurisdictions.

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As of FidelityFX SDK version 1.1, Brixelizer and Brixelizer GI are now unleashed to world so in this article we aim to discuss a few practical use cases and provide you with some tips you can apply for getting the most performance out of Brixelizer in your application.

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