UnityEngine.AMDModule Provides methods to manage loading and unloading AMD module plugins. Checks whether the AMDUnityPlugin in the AMD native module has been loaded or not. Returns true if the plugin has been loaded. Otherwise, returns false. Attempts to dynamically load the AMDUnityPlugin. Returns true if the function loaded the plugin successfully. Otherwise, returns false. Options that represent subfeatures of FSR2. Flag indicating that if the input depth buffer data provided is inverted. (1 is close, 0 is far). Flag indicating if automatic exposure should be applied to the input color data. Flag indicating if the depth buffer data is using an infinite far plane. Flag indicating if the motion vectors are rendered at display resolution. Flag indicating if the application uses dynamic resolution scaling. Flag indicating if the color provided is using a high-dynamic range. Flag indicating if the motion vectors have a jitter pattern applied to them. Flag indicating if the backend should use 1D textures. Represents the state of an FSR2Context. If you call Device.ExecuteFSR2, Unity sends the values in this struct to the runtime. After this, you can change the values in this struct without any side effects. The distance to the far plane of the camera. The camera angle field of view in the vertical direction (expressed in radians). The distance to the near plane of the camera. Enable an additional sharpening pass. The time elapsed since the last frame (expressed in milliseconds). The subpixel jitter offset applied to the camera (X axis). The subpixel jitter offset applied to the camera (Y axis). The pre exposure value (must be > 0.0f). The height resolution that was used for rendering the input resources. The width resolution that was used for rendering the input resources. A boolean value which when set to true, indicates the camera has moved discontinuously. The sharpness value between 0 and 1, where 0 is no additional sharpness and 1 is maximum additional sharpness. The scale factor to apply to motion vectors (X axis). The scale factor to apply to motion vectors (Y axis). Represents the initialization state of a FSR2Context. You can only use and set this when calling GraphicsDevice.CreateFeature. The height of the presentation resolution targeted by the upscaling process. The width of the presentation resolution targeted by the upscaling process. Initialization flags. Additional resources: FfxFsr2InitializationFlags. The maximum height that rendering will be performed at. The maximum width that rendering will be performed at. Helper function. Identifies whether an initialization flag is set or unset. See Also: FfxFsr2InitializationFlags. The feature flag to get the state from. Indicates whether the feature state is set or unset. Helper function. Controls the initialization feature flags set. See Also: FfxFsr2InitializationFlags. The feature flag to set or unset. Indicates whether to set or unset the flag. Provides the persistent context for managing FSR2 initialization and per-frame execution state. The mutable execution parameters used by FSR2 for each frame. The immutable initialization parameters used to configure FSR2. Options for FSR2 performance modes. Balances performance with quality. Fast performance, lower quality. Highest quality, lower performance. Fastest performance, lowest quality. The set of texture slots available for the FSR2Context. SA GraphicsDevice.ExecuteFSR2. 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. The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value. The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value. 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. A 1x1 texture with pre-exposure values. If you do not use pre-exposure, do not set this texture. This texture is optional. The motion vectors requested by the FSR2Context. Depending on the AMD.FSR2FeatureFlags 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. Rendering mask specifying reliance on temporal information. Additional resources: <a href="https:github.comGPUOpen-EffectsFidelityFX-FSR2treemaster#reactive-mask">Github documentation on reactive mask.</a> 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. Provides the main entry point for the AMD Module. Use this to interact with the FSR2 feature. Gets the device created by GraphicsDevice.CreateGraphicsDevice. If the device hasn't been created this property evaluates to null. Gets the version that corresponds to the Unity host plugin that manages the AMD.AMDUnityPlugin official library. Creates an FSR2Context object. The rendering command buffer to record commands into. This call does not execute the command buffer. You must execute the command buffer yourself at any time after this call. Initial settings structure for the FSR2 feature. Returns a Fidelity FX Super Resolution 2.0 context object. Creates the main API object. Call this method only once in your application. The Device API object to access AMD features. If you call this function again, the function returns the same device. Destroys a specific FSR2Context created with GraphicsDevice.CreateFeature. The rendering command buffer to record commands into. This call does not execute the command buffer. You must execute the command buffer yourself at any time after this call. The command object to destroy. Records the execution of the FSR2 pass into a rendering command buffer. This call does not execute the command buffer, it only appends custom commands into it. The rendering command buffer to record commands into. This call does not execute the command buffer. You must execute the command buffer yourself at any time after this call. The source feature context to execute. You must set the parameters for this command in the FSR2Context object prior to this call. The collection of textures represented by FSR2TextureTable, where inputs/outputs are specified for the FSR 2.0 pass to execute. Queries the resolution configuration from a specified quality mode preset. The input quality mode. See FSR2Quality for the list of quality modes. The input display resolution width. The input display resolution height. The output resolution width calculated. The output resolution height calculated. Returns true on success. False otherwise. Gets a precomputed upscaling ratio based on a preset quality setting. The input quality mode. See FSR2Quality for the list of quality modes. The upscaling per-dimension ratio. A module that contains API you can use to interact with AMD graphics cards.