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Fixed RCAS pass still using compute shader bindings

asr-console
Nico de Poel 11 months ago
parent
commit
4a0fc42c2a
  1. 5
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Runtime/AsrPass.cs

5
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Runtime/AsrPass.cs

@ -344,10 +344,9 @@ namespace ArmASR
{ {
BeginSample(commandBuffer); BeginSample(commandBuffer);
commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, AsrShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly);
commandBuffer.SetComputeResourceParam(ComputeShader, KernelIndex, AsrShaderIDs.SrvInputColor, dispatchParams.ColorPreUpscale);
commandBuffer.SetGlobalResource(AsrShaderIDs.SrvOpaqueOnly, dispatchParams.ColorOpaqueOnly);
commandBuffer.SetGlobalResource(AsrShaderIDs.SrvInputColor, dispatchParams.ColorPreUpscale);
FragmentProperties.SetConstantBuffer(AsrShaderIDs.CbFsr2, Constants, 0, Constants.stride);
FragmentProperties.SetConstantBuffer(AsrShaderIDs.CbGenReactive, _generateReactiveConstants, 0, _generateReactiveConstants.stride); FragmentProperties.SetConstantBuffer(AsrShaderIDs.CbGenReactive, _generateReactiveConstants, 0, _generateReactiveConstants.stride);
BlitFragment(commandBuffer, dispatchParams.OutReactive.RenderTarget); BlitFragment(commandBuffer, dispatchParams.OutReactive.RenderTarget);

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