Fixed the ESRAM-related visual issue on Xbox One when auto-reactive or auto-TCR is enabled, by explicitly controlling the lifecycle of the opaque-only color input render texture.
Previously the code relied on undefined behavior, whereby an already released temporary render texture just happened to remain in memory at the same location. On Xbox One with its unique ESRAM cache this would fail.
@ -148,9 +148,6 @@ The exposure value can be supplied to the `Fsr2ImageEffect` script through its E
- Enabling Auto Exposure causes artifacting on OpenGL Core.
- Enabling Auto Exposure causes artifacting on OpenGL Core.
It's uncertain what is causing this. Further investigation is required.
It's uncertain what is causing this. Further investigation is required.
Workaround: disable Auto Exposure on affected platforms.
Workaround: disable Auto Exposure on affected platforms.
- Auto Reactive Mask causes jitter artifacting on Xbox One when ESRAM is enabled.
This is due to some kind of issue in Unity related to render texture blitting. For unknown reasons the opaque-only render buffer used as reference for generating the reactive mask has an incorrect jitter offset (possibly it's a render buffer from a previous frame), causing the reactive mask to be incorrect as well.
Workaround: either disable ESRAM usage or disable the Auto Generate Reactive Mask feature.
- Texture mipmap bias adjustment is not working on MacOS Metal.
- Texture mipmap bias adjustment is not working on MacOS Metal.
This causes blurry textures as the internal render resolution is lowered. This is a Unity issue of some sort.
This causes blurry textures as the internal render resolution is lowered. This is a Unity issue of some sort.