From f42cf242d7b94b4ce0abf0beee477675dacb72a2 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Wed, 5 Jun 2024 12:49:34 +0200 Subject: [PATCH] Reverted HDRP FSR2 UI back to its original state, since we don't really care about the standard quality presets. Percentage-based scaling and dynamic resolution works better with HDRP's setup. --- .../RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs | 2 +- .../Editor/RenderPipeline/HDRenderPipelineUI.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs index 527b35ec..0e5f483a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs @@ -203,7 +203,7 @@ namespace UnityEditor.Rendering.HighDefinition { var v = EditorGUILayout.EnumPopup( HDRenderPipelineUI.Styles.FSR2QualitySettingContent, - (UnityEngine.Rendering.HighDefinition.AMD.FSR2Quality)p.fidelityFX2SuperResolutionQuality.intValue); + (UnityEngine.AMD.FSR2Quality)p.fidelityFX2SuperResolutionQuality.intValue); p.fidelityFX2SuperResolutionQuality.intValue = (int)(object)v; } EditorGUI.indentLevel--; diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs index 29ec7516..0af15bbe 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs @@ -734,7 +734,7 @@ namespace UnityEditor.Rendering.HighDefinition { var v = EditorGUILayout.EnumPopup( Styles.FSR2QualitySettingContent, - (UnityEngine.Rendering.HighDefinition.AMD.FSR2Quality) + (UnityEngine.AMD.FSR2Quality) serialized.renderPipelineSettings.dynamicResolutionSettings.FSR2QualitySetting.intValue); serialized.renderPipelineSettings.dynamicResolutionSettings.FSR2QualitySetting.intValue = (int)(object)v; }