diff --git a/Assets/Scripts/Fsr2Controller.cs b/Assets/Scripts/Fsr2Controller.cs index 3ffb640..a58ffd4 100644 --- a/Assets/Scripts/Fsr2Controller.cs +++ b/Assets/Scripts/Fsr2Controller.cs @@ -198,6 +198,11 @@ namespace FidelityFX _dispatchDescription.Exposure = null; _dispatchDescription.Reactive = null; _dispatchDescription.TransparencyAndComposition = null; + + if (!enableAutoExposure && exposure != null) _dispatchDescription.Exposure = exposure; + if (reactiveMask != null) _dispatchDescription.Reactive = reactiveMask; + if (transparencyAndCompositionMask != null) _dispatchDescription.TransparencyAndComposition = transparencyAndCompositionMask; + _dispatchDescription.Output = null; _dispatchDescription.PreExposure = preExposure; _dispatchDescription.EnableSharpening = performSharpenPass; @@ -253,11 +258,6 @@ namespace FidelityFX // Update the input resource descriptions _dispatchDescription.InputResourceSize = new Vector2Int(src.width, src.height); - if (!enableAutoExposure && exposure != null) - { - _dispatchDescription.Exposure = exposure; - } - if (autoGenerateReactiveMask) { _dispatchCommandBuffer.GetTemporaryRT(Fsr2Pipeline.UavAutoReactive, _renderSize.x, _renderSize.y, 0, default, GraphicsFormat.R8_UNorm, 1, true); @@ -266,15 +266,6 @@ namespace FidelityFX _dispatchDescription.Reactive = Fsr2Pipeline.UavAutoReactive; } - else if (reactiveMask != null) - { - _dispatchDescription.Reactive = reactiveMask; - } - - if (transparencyAndCompositionMask != null) - { - _dispatchDescription.TransparencyAndComposition = transparencyAndCompositionMask; - } // We are rendering to the backbuffer, so we need a temporary render texture for FSR2 to output to _dispatchCommandBuffer.GetTemporaryRT(Fsr2Pipeline.UavUpscaledOutput, _displaySize.x, _displaySize.y, 0, default, GraphicsFormat.R16G16B16A16_SFloat, 1, true);