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Renamed EnableDebugView to DrawDebugView for a bit of naming consistency

fsr3.1
Nico de Poel 2 years ago
parent
commit
950050aae2
  1. 4
      Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Fsr3Upscaler/Fsr3UpscalerPlugin.cs

4
Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Fsr3Upscaler/Fsr3UpscalerPlugin.cs

@ -144,7 +144,7 @@ namespace UnityEngine.Rendering.HighDefinition.AMD
public class FSR2Context
{
public static bool EnableDebugView { get; set; } = false;
public static bool DrawDebugView { get; set; } = false;
private FSR2CommandInitializationData _initData;
public ref readonly FSR2CommandInitializationData initData => ref _initData;
@ -211,7 +211,7 @@ namespace UnityEngine.Rendering.HighDefinition.AMD
_dispatchDescription.CameraFar = _executeData.cameraFar;
_dispatchDescription.CameraFovAngleVertical = _executeData.cameraFovAngleVertical;
_dispatchDescription.ViewSpaceToMetersFactor = 1.0f; // 1 unit == 1 meter in Unity
_dispatchDescription.Flags = EnableDebugView ? Fsr3Upscaler.DispatchFlags.DrawDebugView : 0;
_dispatchDescription.Flags = DrawDebugView ? Fsr3Upscaler.DispatchFlags.DrawDebugView : 0;
_dispatchDescription.UseTextureArrays = TextureXR.useTexArray && textures.colorInput.dimension == TextureDimension.Tex2DArray;
_context.Dispatch(_dispatchDescription, cmd);

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