Performance Tips

intermediate performance

Edge Fusion (URP) · Troubleshooting & FAQ

Edge Fusion's performance depends primarily on sample count and scene complexity. Use these guidelines to find the best quality/performance balance for your target platform.

Key Optimisation Levers

SettingRecommendation
Sample CountUse the quality preset dropdown for quick configuration, then fine-tune. Keep as low as possible while maintaining acceptable visual quality.
Binary Search StepsReduce alongside Sample Count for faster edge location.
Early Exit HitsLower values improve performance, especially with jitter enabled. The default of 5 is usually sufficient.
Max Blend DistanceSet a reasonable limit to avoid wasting GPU time on distant pixels that are too small to benefit from blending.
Blend LayersOnly include objects whose edges should blend. Exclude transparent, particle, FX, and UI layers. The default "Everything" should be narrowed to "Default" or specific layers.
JitterJitter breaks GPU cache locality. When using jitter, keep sample count lower. Disable entirely if performance is critical and TAA smoothing is not needed.
Intra-Object FusionThe most GPU-intensive option. When enabled, it adds per-pixel normal reconstruction to the ObjectID pass, fill pass, and blend pass, and forces a larger texture format (RGBA32F instead of RG32F), doubling bandwidth. Keep it disabled unless you specifically need edge blending within a single mesh. If enabled, use Per-Object mode to limit the cost to only the meshes that need it.
NoiseAdds a 3D texture sample per detected edge. The cost is minor on desktop but can add up on mobile. Set Noise Intensity to 0 if you do not need organic-looking edge variation.

Platform Guidelines

PlatformSuggested Sample CountNotes
Mobile4–8Disable jitter; set a conservative Max Blend Distance
Console12–20Enable jitter with TAA for best quality
PC (mid-range)16–24Good balance with moderate jitter
PC (high-end)24–32Full quality with jitter and TAA
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