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