using UnityEngine; namespace FidelityFX { public class Fsr2Callbacks { public virtual Shader LoadShader(string name) { return Resources.Load(name); } public virtual ComputeShader LoadComputeShader(string name) { return Resources.Load(name); } public virtual void ApplyMipmapBias(float biasOffset) { foreach (var texture in Resources.FindObjectsOfTypeAll()) { texture.mipMapBias += biasOffset; } } } }