[Tooltip("Allow the use of half precision compute operations, potentially improving performance if the platform supports it.")]
publicboolenableFP16=false;
[Tooltip("Allow an exposure value to be computed internally. When set to false, either the provided exposure texture or a default exposure value will be used.")]
publicboolenableAutoExposure=true;
[Tooltip("Choose where to get the exposure value from. Use auto-exposure from either FSR2 or Unity, provide a manual exposure texture, or use a default value.")]
[Tooltip("Value by which the input signal will be divided, to get back to the original signal produced by the game.")]
publicfloatpreExposure=1.0f;
[Tooltip("Optional 1x1 texture containing the exposure value for the current frame.")]
publicTextureexposure=null;
publicenumExposureSource
{
Default,
Auto,
Unity,
Manual,
}
[Tooltip("Optional texture to control the influence of the current frame on the reconstructed output. If unset, either an auto-generated or a default cleared reactive mask will be used.")]
publicTexturereactiveMask=null;
[Tooltip("Optional texture for marking areas of specialist rendering which should be accounted for during the upscaling process. If unset, a default cleared mask will be used.")]