diff --git a/Assets/Scripts/Fsr2ImageEffect.cs b/Assets/Scripts/Fsr2ImageEffect.cs index 00d7f27..aae713e 100644 --- a/Assets/Scripts/Fsr2ImageEffect.cs +++ b/Assets/Scripts/Fsr2ImageEffect.cs @@ -93,8 +93,6 @@ namespace FidelityFX private Material _copyWithDepthMaterial; - private RenderTextureFormat DefaultFormat => _renderCamera.allowHDR ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default; - private void OnEnable() { // Set up the original camera to output all of the required FSR2 input resources at the desired resolution @@ -134,7 +132,7 @@ namespace FidelityFX // Create command buffers to bind the camera's output at the right moments in the render loop _opaqueInputCommandBuffer = new CommandBuffer { name = "FSR2 Opaque Input" }; - _opaqueInputCommandBuffer.GetTemporaryRT(Fsr2ShaderIDs.SrvOpaqueOnly, _renderSize.x, _renderSize.y, 0, default, DefaultFormat); + _opaqueInputCommandBuffer.GetTemporaryRT(Fsr2ShaderIDs.SrvOpaqueOnly, _renderSize.x, _renderSize.y, 0, default, GetDefaultFormat()); _opaqueInputCommandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, Fsr2ShaderIDs.SrvOpaqueOnly); if (autoGenerateReactiveMask) @@ -320,7 +318,7 @@ namespace FidelityFX } // We are rendering to the backbuffer, so we need a temporary render texture for FSR2 to output to - _dispatchCommandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput, _displaySize.x, _displaySize.y, 0, default, DefaultFormat, default, 1, true); + _dispatchCommandBuffer.GetTemporaryRT(Fsr2ShaderIDs.UavUpscaledOutput, _displaySize.x, _displaySize.y, 0, default, GetDefaultFormat(), default, 1, true); _context.Dispatch(_dispatchDescription, _dispatchCommandBuffer); @@ -354,6 +352,8 @@ namespace FidelityFX } private RenderTexture GetOutputTexture() => outputColorDepth != null ? outputColorDepth : _originalRenderTarget; + + private RenderTextureFormat GetDefaultFormat() => _renderCamera.allowHDR ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default; private Vector2Int GetDisplaySize() {