@ -214,6 +214,11 @@ namespace FidelityFX
commandBuffer . ClearRenderTarget ( false , true , Color . clear ) ;
commandBuffer . ClearRenderTarget ( false , true , Color . clear ) ;
}
}
// FSR3: need to clear here since we need the content of this surface for frame interpolation, so clearing in the lock pass is not an option
bool depthInverted = ( _contextDescription . Flags & Fsr2 . InitializationFlags . EnableDepthInverted ) = = Fsr2 . InitializationFlags . EnableDepthInverted ;
commandBuffer . SetRenderTarget ( Fsr2ShaderIDs . UavReconstructedPrevNearestDepth ) ;
commandBuffer . ClearRenderTarget ( false , true , depthInverted ? Color . clear : Color . white ) ;
// Auto exposure
// Auto exposure
SetupSpdConstants ( dispatchParams , out var dispatchThreadGroupCount ) ;
SetupSpdConstants ( dispatchParams , out var dispatchThreadGroupCount ) ;