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More explanation and links

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Nico de Poel 3 years ago
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      README.md

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README.md

@ -40,12 +40,14 @@ Note that OpenGL on MacOS does not support compute shaders, so it will never be
## Integration ## Integration
Integration generally follows the same guidelines as the FSR2 documentation on Github, with a few specifics for the Unity implementation.
Integration generally follows the same guidelines as the [FSR2 documentation on Github](https://github.com/GPUOpen-Effects/FidelityFX-FSR2#integration-guidelines), with a few specifics for the Unity implementation.
To apply FSR2 to a camera, simply add the `Fsr2ImageEffect` script to your camera game object. It should be placed at the bottom of the components list, to ensure that it's the last image effect in the chain. To apply FSR2 to a camera, simply add the `Fsr2ImageEffect` script to your camera game object. It should be placed at the bottom of the components list, to ensure that it's the last image effect in the chain.
![Simple Camera Setup](images/camera-simple.png) ![Simple Camera Setup](images/camera-simple.png)
This component contains settings for changing the scaling factor (Quality Mode), enabling or disabling various features, and for providing certain optional inputs that are further explained below.
If you have any other post-processing effects on your camera that make use of the `OnPreCull` method, then also add the `Fsr2ImageEffectHelper` script to the camera and move it up, above those other post-processing effects. Specifically: it needs to be above any script that queries the camera's viewport size properties (i.e. `rect`, `pixelRect`, `pixelWidth`/`Height`) in `OnPreCull`. Unity's `PostProcessLayer` script is a particularly good example of this. If you have any other post-processing effects on your camera that make use of the `OnPreCull` method, then also add the `Fsr2ImageEffectHelper` script to the camera and move it up, above those other post-processing effects. Specifically: it needs to be above any script that queries the camera's viewport size properties (i.e. `rect`, `pixelRect`, `pixelWidth`/`Height`) in `OnPreCull`. Unity's `PostProcessLayer` script is a particularly good example of this.
![PPV2 Camera Setup](images/camera-ppv2.png) ![PPV2 Camera Setup](images/camera-ppv2.png)
@ -126,7 +128,7 @@ The manually generated reactive mask can be supplied to the `Fsr2ImageEffect` sc
## Details on implementation ## Details on implementation
This section goes more in-depth on how the implementation of FSR2 into Unity was accomplished, as well as the rationale behind some of its design decisions.
This section goes more in-depth on how the implementation of FSR2 into Unity was accomplished, as well as the rationale behind some of its design decisions. For more information on how the FSR2 algorithm itself works, see the [official documentation on Github](https://github.com/GPUOpen-Effects/FidelityFX-FSR2#the-technique).
### Built-in Render Pipeline upscaling ### Built-in Render Pipeline upscaling

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