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@ -121,14 +121,24 @@ namespace FidelityFX |
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// Apply a mipmap bias so that textures retain their sharpness
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// Apply a mipmap bias so that textures retain their sharpness
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float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _displaySize.x); |
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float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _displaySize.x); |
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Callbacks.ApplyMipmapBias(biasOffset); |
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if (!float.IsNaN(biasOffset)) |
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{ |
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Callbacks.ApplyMipmapBias(biasOffset); |
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} |
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if (!SystemInfo.supportsComputeShaders) |
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if (!SystemInfo.supportsComputeShaders) |
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{ |
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{ |
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Debug.LogError("FSR2 requires compute shader support!"); |
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Debug.LogError("FSR2 requires compute shader support!"); |
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enabled = false; |
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enabled = false; |
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return; |
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return; |
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} |
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} |
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if (_renderSize.x == 0 || _renderSize.y == 0) |
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{ |
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Debug.LogError($"FSR2 render size is invalid: {_renderSize.x}x{_renderSize.y}. Please check your screen resolution and camera viewport parameters."); |
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enabled = false; |
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return; |
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} |
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_helper = GetComponent<Fsr2ImageEffectHelper>(); |
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_helper = GetComponent<Fsr2ImageEffectHelper>(); |
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@ -163,8 +173,11 @@ namespace FidelityFX |
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{ |
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{ |
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// Undo the current mipmap bias offset
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// Undo the current mipmap bias offset
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float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _prevDisplaySize.x); |
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float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _prevDisplaySize.x); |
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Callbacks.ApplyMipmapBias(-biasOffset); |
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if (!float.IsNaN(biasOffset)) |
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{ |
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Callbacks.ApplyMipmapBias(-biasOffset); |
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} |
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// Restore the camera's original state
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// Restore the camera's original state
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_renderCamera.depthTextureMode = _originalDepthTextureMode; |
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_renderCamera.depthTextureMode = _originalDepthTextureMode; |
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_renderCamera.targetTexture = _originalRenderTarget; |
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_renderCamera.targetTexture = _originalRenderTarget; |
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