// TODO: if `dest` is null, we are rendering straight to the backbuffer and should use a temporary RT as the output buffer for FSR2
// TODO: if `dest` it NOT null, we have more image effects lined up after this one, and we should be able to have FSR2 output straight to `dest` without an intermediary temp RT
_dispatchDescription.ColorDepth=renderBuffer;
_dispatchDescription.MotionVectors=motionVectors;
_dispatchDescription.Output=_upscaledOutput;
@ -126,10 +129,11 @@ public class Fsr2Controller : MonoBehaviour
_context.Dispatch(_dispatchDescription);
RenderTexture.ReleaseTemporary(motionVectors);
// Output upscaled image to screen
// TODO: we should probably use a shader to include depth & motion vectors into the output
// TODO: if `dest` is null, we likely don't care about the depth & motion vectors anymore