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
- 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.
- If you can’t use
- Apply
0001-fsr-2.2-dx11-backend.patch
to FidelityFX-FSR2 @v2.2.1. - Follow the build instruction from here to compile the FSR 2 API library.
- For DirectX® 11, you should run
GenerateSolutionDX11.bat
instead ofGenerateSolutions.bat
to get the Visual Studio® solution file (.sln).
- For DirectX® 11, you should run
- Generate the VisualStudio solution (.sln) file with CMake for the plugin.
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 compiledfsr2-unity-plugin[d].dll
.
- Add
FSR2PassControl
toGameObject
where it has a camera, and you want use FSR 2 to upscale the output of that camera.
- 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
andReactiveMaskParameter.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.
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