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Use PP context source texture for FSR2 input color buffer

stable
Nico de Poel 3 years ago
parent
commit
05d00e0963
  1. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs

3
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs

@ -118,8 +118,7 @@ namespace UnityEngine.Rendering.PostProcessing
_prevQualityMode = qualityMode;
}
// TODO: these input resources should come from context.source
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Color);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, context.source);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth);
cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors);

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