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Removed the backbuffer check, as it caused a false positive when a second overlay camera is active on top of the FSR2 output.

Turns out blitting to an intermediate render texture works just fine if all FSR2 needs to do is output a color buffer.
mac-autoexp
Nico de Poel 3 years ago
parent
commit
e335624ae1
  1. 8
      Assets/Scripts/Fsr2ImageEffect.cs

8
Assets/Scripts/Fsr2ImageEffect.cs

@ -302,14 +302,6 @@ namespace FidelityFX
_renderCamera.rect = _originalRect; _renderCamera.rect = _originalRect;
_renderCamera.ResetProjectionMatrix(); _renderCamera.ResetProjectionMatrix();
if (dest != null && _originalRenderTarget == null)
{
Debug.LogError("FSR2 is not set to output directly to the backbuffer! Please ensure that FSR2 is the final pass in the image effects chain.");
Graphics.Blit(src, dest);
enabled = false;
return;
}
// Update the input resource descriptions // Update the input resource descriptions
_dispatchDescription.InputResourceSize = new Vector2Int(src.width, src.height); _dispatchDescription.InputResourceSize = new Vector2Int(src.width, src.height);

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