@ -39,7 +39,7 @@ namespace UnityEngine.Rendering.PostProcessing
initParams . maxRenderHeight = ( uint ) config . MaxRenderSize . y ;
initParams . maxRenderHeight = ( uint ) config . MaxRenderSize . y ;
CreateRenderTexture ( ref _inputColor , "PSSR Input Color" , config . MaxRenderSize , context . sourceFormat , true ) ;
CreateRenderTexture ( ref _inputColor , "PSSR Input Color" , config . MaxRenderSize , context . sourceFormat , true ) ;
CreateRenderTexture ( ref _inputDepth , "PSSR Input Depth" , config . MaxRenderSize , GraphicsFormat . R32_SFloat , true ) ;
CreateRenderTexture ( ref _inputDepth , "PSSR Input Depth" , config . MaxRenderSize , GraphicsFormat . R32_SFloat , true ) ; // TODO: this texture won't have tile mode kDepth, meaning PSSR doesn't detect it correctly. Is this a problem?
CreateRenderTexture ( ref _inputMotionVectors , "PSSR Input Motion Vectors" , config . MaxRenderSize , GraphicsFormat . R16G16_SFloat , true ) ;
CreateRenderTexture ( ref _inputMotionVectors , "PSSR Input Motion Vectors" , config . MaxRenderSize , GraphicsFormat . R16G16_SFloat , true ) ;
CreateRenderTexture ( ref _outputColor , "PSSR Output Color" , config . UpscaleSize , RenderTextureFormat . RGB111110Float ) ;
CreateRenderTexture ( ref _outputColor , "PSSR Output Color" , config . UpscaleSize , RenderTextureFormat . RGB111110Float ) ;