/// A collection of callbacks required by the FSR2 process.
/// This allows some customization by the game dev on how to integrate FSR2 into their own game setup.
/// </summary>
publicclassFsr2Callbacks
publicinterfaceIFsr2Callbacks
{
ShaderLoadShader(stringname);
voidUnloadShader(Shadershader);
ComputeShaderLoadComputeShader(stringname);
voidUnloadComputeShader(ComputeShadershader);
/// <summary>
/// Apply a mipmap bias to in-game textures to prevent them from becoming blurry as the internal rendering resolution lowers.
/// This will need to be customized on a per-game basis, as there is no clear universal way to determine what are "in-game" textures.
/// The default implementation will simply apply a mipmap bias to all 2D textures, which will include things like UI textures and which might miss things like terrain texture arrays.
///
/// Depending on how your game organizes its assets, you will want to create a filter that more specifically selects the textures that need to have this mipmap bias applied.
/// You may also want to store the bias offset value and apply it to any assets that are loaded in on demand.
/// </summary>
voidApplyMipmapBias(floatbiasOffset);
}
/// <summary>
/// Default implementation of IFsr2Callbacks using simple Resources calls.
/// These are fine for testing but a proper game will want to extend and override these methods.
/// Apply a mipmap bias to in-game textures to prevent them from becoming blurry as the internal rendering resolution lowers.
/// This will need to be customized on a per-game basis, as there is no clear universal way to determine what are "in-game" textures.
/// The default implementation will simply apply a mipmap bias to all 2D textures, which will include things like UI textures and which might miss things like terrain texture arrays.
///
/// Depending on how your game organizes its assets, you will want to create a filter that more specifically selects the textures that need to have this mipmap bias applied.
/// You may also want to store the bias offset value and apply it to any assets that are loaded in on demand.