FSR2 tests in Unity based on built-in render pipeline
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMover : MonoBehaviour
{
private Camera _camera;
private Vector3 _startAngles;
[SerializeField]
private float amplitude = 30f;
[SerializeField]
private float frequency = 0.1f;
void Start()
{
_camera = GetComponent<Camera>();
_startAngles = _camera.transform.localEulerAngles;
}
void Update()
{
var angles = _startAngles;
angles.x += amplitude * Mathf.Sin(2 * Mathf.PI * frequency * Time.time);
angles.y += amplitude * Mathf.Sin(2 * Mathf.PI * frequency * Time.time * 0.73f);
_camera.transform.localEulerAngles = angles;
}
}