The set of texture slots available for the FSR2Context. SA GraphicsDevice.ExecuteFSR2.
Use this struct to specify input and output textures for the FSR2 implementation.
Note: You must create output color texture colorOutput with enableRandomWrite parameter set to true when initializing the T:UnityEngine.Rendering.RTHandle of the texture. This is due to FSR2 passes requiring access to the resources in a compute shader
Refer to the Input resources section in FSR2 Documentation for more details.
Additional resources: AMDUnityPlugin, GraphicsDevice, FSR2Context, FSR2CommandInitializationData, FSR2CommandExecutionData
using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.HighDefinition; using UnityEngine.Experimental.Rendering; using UnityEngine.AMD;
// Example HDRP custom pass public class CustomFSRPass : CustomPass { void InitializeAMDDevice() { // device initialization code } bool HasOutputResolutionChanged(CustomPassContext ctx) { // detect resolution change } bool HasInputResolutionChanged(CustomPassContext ctx) { // detect resolution change }
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) { if (amdDevice == null) { InitializeAMDDevice(); }
float scalingRatio = fsr2Context == null ? 1.0f : amdDevice.GetUpscaleRatioFromQualityMode(m_Quality); fsr2OutputColorBuffer = RTHandles.Alloc( new Vector2(scalingRatio, scalingRatio), slices: 1, dimension: TextureDimension.Tex2D, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, name: "fsr2OutputColorBuffer", enableRandomWrite: true ); }
protected override void Execute(CustomPassContext ctx) { bool initializeFsr2Context = fsr2Context == null || HasInputResolutionChanged(ctx) || HasOutputResolutionChanged(ctx); if (initializeFsr2Context) { // fsr2Context initialization code }
fsr2Context.executeData.enableSharpening = m_EnableSharpening ? 1 : 0; // populate rest of the fsr2Context.executeData
FSR2TextureTable fsr2TextureTable = new FSR2TextureTable() { // Mandatory inputs colorInput = ctx.cameraColorBuffer, colorOutput = fsr2OutputColorBuffer, depth = ctx.cameraDepthBuffer, motionVectors = ctx.cameraMotionVectorsBuffer,
// Optional inputs transparencyMask = null, exposureTexture = null, reactiveMask = null, biasColorMask = null };
amdDevice.ExecuteFSR2(ctx.cmd, fsr2Context, fsr2TextureTable); }
protected override void Cleanup() { // cleanup code }
private GraphicsDevice amdDevice = null; private FSR2Context fsr2Context = null; private RTHandle fsr2OutputColorBuffer;
[SerializeField] public float m_Sharpness = 0.92f; [SerializeField] public bool m_EnableSharpening = true; [SerializeField] public FSR2Quality m_Quality = FSR2Quality.Quality; FSR2Quality m_QualityBefore = FSR2Quality.Quality; Vector2Int m_InputTextureSize = new Vector2Int(0,0); }
| Property | Description |
|---|---|
| biasColorMask | A mask, same size as colorInput, preferably of format R8_UNORM that informs FSR2 of possible moving pixels. If heavy ghosting is encountered, set pixels to this mask to fix the problem. This texture is optional. |
| colorInput | The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value. |
| colorOutput | The output color buffer. This texture is mandatory and you must set it to a non-null value. |
| depth | The input depth buffer. This must be the same size as the input color buffer. This texture is mandatory and you must set it to a non-null value. |
| exposureTexture | A 1x1 texture with pre-exposure values. If you do not use pre-exposure, do not set this texture. This texture is optional. |
| motionVectors | The motion vectors requested by the FSR2Context. Depending on the FfxFsr2InitializationFlags specified in FSR2Context.initData, this buffer can be a smaller scale or the full output resolution. This texture is mandatory and you must set it to a non-null value. |
| reactiveMask | Rendering mask specifying reliance on temporal information. Github documentation on reactive mask. |
| transparencyMask | A transparency bit mask. This must be the same size as the input texture. This texture helps the FSR2Context with ghosting issues. This texture is optional. |