https://github.com/gpuopen-effects/fidelityfx-fsr-unity-urp
FidelityFX FSR 1.0 for the Unity URP
https://github.com/gpuopen-effects/fidelityfx-fsr-unity-urp
Last synced: 11 months ago
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FidelityFX FSR 1.0 for the Unity URP
- Host: GitHub
- URL: https://github.com/gpuopen-effects/fidelityfx-fsr-unity-urp
- Owner: GPUOpen-Effects
- License: mit
- Created: 2021-12-15T12:22:21.000Z (over 4 years ago)
- Default Branch: master
- Last Pushed: 2022-03-10T07:32:44.000Z (over 4 years ago)
- Last Synced: 2025-06-06T14:07:38.061Z (about 1 year ago)
- Size: 43.9 KB
- Stars: 109
- Watchers: 11
- Forks: 21
- Open Issues: 9
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Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# Description
AMD FidelityFX Super Resolution (FSR) is an open source, high-quality solution for producing high resolution frames from lower resolution inputs. It uses a collection of cutting-edge algorithms with a particular emphasis on creating high-quality edges, giving large performance improvements compared to rendering at native resolution directly. FSR enables “practical performance” for costly render operations, such as hardware ray tracing.
# Version
While this patch file targets URP 10.6.0 in particular, you can still use this patch for other versions (including newer) with a few careful changes.
# Integration Method
## Method 1. git apply
Use `git apply ` when it's possible, from the correct place in your Unity project.
## Method 2. manually merge
Use a normal editor to open this patch file. Look through all the diffs, and merge it into your local URP code manually.
# Usage
After toggling on the Camera post-processing, the option for `AMD FSR 1.0` will appear below it. You can choose different FSR modes according to your requirements.
# NOTE
At present, if you turn on FSR, the anti-aliasing (MSAA) setting will be set to 8X by default. You can change this to a lower MSAA level or other anti-aliasing solution. However, keep in mind that FSR 1.0 requires an anti-aliasing process before it can work. This is the MSAA setting: `settings.msaaSampleCount = 8;`
Mobile platforms (including those in standalone VR headsets) are not guaranteed to work due to the current compute shader implementation.