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Updated to FSR 3.1.4 and backported a couple of previous PPV2 fixes

may2025update
Nico de Poel 9 months ago
parent
commit
076155a916
  1. 2
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling.cs
  2. 3
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/PostProcessLayer.cs
  3. 2
      Packages/fidelityfx.fsr

2
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling.cs

@ -249,7 +249,7 @@ namespace UnityEngine.Rendering.PostProcessing
internal static BuiltinRenderTextureType GetDepthTexture(Camera cam)
{
return cam.renderingPath is RenderingPath.Forward or RenderingPath.VertexLit ? BuiltinRenderTextureType.Depth : BuiltinRenderTextureType.CameraTarget;
return cam.actualRenderingPath is RenderingPath.Forward or RenderingPath.VertexLit ? BuiltinRenderTextureType.Depth : BuiltinRenderTextureType.CameraTarget;
}
}

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

@ -741,8 +741,7 @@ namespace UnityEngine.Rendering.PostProcessing
// Create a copy of the opaque-only color buffer for auto-reactive mask generation
if (context.IsSuperResolutionActive() && (superResolution.autoGenerateReactiveMask || superResolution.autoGenerateTransparencyAndComposition))
{
Vector2Int scaledRenderSize = superResolution.GetScaledRenderSize(context.camera);
m_opaqueOnly = context.GetScreenSpaceTemporaryRT(colorFormat: sourceFormat, widthOverride: scaledRenderSize.x, heightOverride: scaledRenderSize.y);
m_opaqueOnly = context.GetScreenSpaceTemporaryRT(colorFormat: sourceFormat);
m_LegacyCmdBufferOpaque.BuiltinBlit(cameraTarget, m_opaqueOnly);
}

2
Packages/fidelityfx.fsr

@ -1 +1 @@
Subproject commit a7d26354776f2f1a31832a9b06b76c284de8a568
Subproject commit 834abd0f0e72a9f71e8185c206463cb87d881493
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