From f3b68256aaf76ac0418dab4e3550e08f08b6a976 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 18 Dec 2023 19:47:53 +0100 Subject: [PATCH] Removed the section about shader loading callbacks, plus a few minor adjustments. --- README.md | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) diff --git a/README.md b/README.md index ffdd46c..0fd9d91 100644 --- a/README.md +++ b/README.md @@ -33,7 +33,7 @@ Focus of this project lies initially on making FSR3 Upscaler work with the tradi FSR3 Upscaler for Unity requires Unity 2020.1 or higher. This version of Unity added support for the `multi_compile` keyword in compute shaders, which the FSR3 Upscaler implementation makes use of. -Other than the above, requirements are no different from regular FSR3 Upscaler: it requires a GPU with compute shader support, typed UAV load and R16G16B16A16_UNORM support. In practice, almost every GPU made in the past decade will be able to run it. +Other than the above, requirements are no different from standard FSR3 Upscaler: it requires a GPU with compute shader support, typed UAV load and R16G16B16A16_UNORM support. In practice, almost every GPU made in the past decade will be able to run it. Platforms tested and confirmed working: - Windows @@ -96,10 +96,6 @@ From here you can configure the usual FSR3 Upscaler settings, including quality FSR3 Upscaler for Unity requires the application to provide a few services that it can't make any assumptions about itself. For this purpose, it exposes an `IFsr3UpscalerCallbacks` interface with a default implementation `Fsr3UpscalerCallbacksBase`. The application can provide these callbacks by either implementing the `IFsr3UpscalerCallbacks` interface or inheriting the `Fsr3UpscalerCallbacksBase` class and overriding one or more methods. Assign these callbacks to the `Callbacks` property on the `Fsr3UpscalerImageEffect` script component, before the script is enabled. -#### Resource management - -By default, FSR3 Upscaler for Unity loads its shaders directly from a Resources folder. This is not recommended behavior and many applications choose to manage shaders in a different way. To accomodate this, FSR3 Upscaler for Unity makes it possible to override the methods by which shaders are loaded and unloaded. For example, they may be loaded from an asset bundle instead. - #### Mipmap biasing One key part of FSR3 Upscaler is adjusting the mipmap bias of textures. Normally when lowering the rendering resolution, Unity will also sample textures at lower mipmap levels to prevent texture aliasing. When upscaling is in use, this will result in noticeably blurry textures. To combat this, FSR3 suggests that applications adjust the mipmap bias for texture content in the scene that is to be upscaled. This is [further explained in the FSR3 Upscaler documentation](https://gpuopen.com/manuals/fidelityfx_sdk/fidelityfx_sdk-page_techniques_super-resolution-upscaler/#mipmap-biasing). @@ -170,7 +166,7 @@ Dynamic resolution works really well in combination with FSR3 Upscaler. Any run- ## Known issues -- Enabling Auto Exposure causes artifacting on OpenGL Core. +- Enabling Auto Exposure causes artifacting in OpenGL Core on Nvidia GPUs. It's uncertain what is causing this. Further investigation is required. Workaround: disable Auto Exposure on affected platforms. - Texture mipmap bias adjustment is not working on MacOS Metal.