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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.

master
Nico de Poel 2 years ago
parent
commit
f42cf242d7
  1. 2
      com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Drawers.cs
  2. 2
      com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs

2
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--;

2
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;
}

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