Explicitly create and destroy the opaque-only RT before and after rendering, so that it remains valid throughout. Fixes the ESRAM-related visual jittering issue on Xbox One when auto-reactive or auto-TCR is enabled.
@ -125,11 +125,8 @@ The exposure value can be supplied to the `Fsr2ImageEffect` script through its E
## Known issues
- 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.
- 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.
This causes blurry textures as the internal render resolution is lowered. This is a Unity issue of some sort.