From eade3d40ce0e6effc37c62afadbe6aadbf215e4b Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Wed, 1 Mar 2023 21:10:05 +0100 Subject: [PATCH] Moved generate reactive parameters up in the source file, so it's close to where it's being used. It felt very weird having it dangle off the bottom of the source file. --- Assets/Scripts/Fsr2Controller.cs | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/Assets/Scripts/Fsr2Controller.cs b/Assets/Scripts/Fsr2Controller.cs index 4452ea2..d6a412a 100644 --- a/Assets/Scripts/Fsr2Controller.cs +++ b/Assets/Scripts/Fsr2Controller.cs @@ -25,6 +25,15 @@ namespace FidelityFX [Header("Reactive Mask")] [SerializeField] private bool generateReactiveMask = false; [SerializeField] private GenerateReactiveParameters generateReactiveParameters = new GenerateReactiveParameters(); + + [System.Serializable] + public class GenerateReactiveParameters + { + [Range(0, 2)] public float scale = 1.0f; + [Range(0, 1)] public float cutoffThreshold = 0.2f; + [Range(0, 1)] public float binaryValue = 0.9f; + public Fsr2.GenerateReactiveFlags flags = Fsr2.GenerateReactiveFlags.ApplyTonemap | Fsr2.GenerateReactiveFlags.ApplyThreshold | Fsr2.GenerateReactiveFlags.UseComponentsMax; + } private Fsr2Context _context; private Vector2Int _renderSize; @@ -255,14 +264,5 @@ namespace FidelityFX // Shut up the Unity warning about not writing to the destination texture Graphics.SetRenderTarget(dest); } - - [System.Serializable] - public class GenerateReactiveParameters - { - [Range(0, 2)] public float scale = 1.0f; - [Range(0, 1)] public float cutoffThreshold = 0.2f; - [Range(0, 1)] public float binaryValue = 0.9f; - public Fsr2.GenerateReactiveFlags flags = Fsr2.GenerateReactiveFlags.ApplyTonemap | Fsr2.GenerateReactiveFlags.ApplyThreshold | Fsr2.GenerateReactiveFlags.UseComponentsMax; - } } }