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Fixed jitter being weirdly inverted, though in Isonzo the opposite is required. Strange.

fsr3.1
Nico de Poel 10 months ago
parent
commit
66e3842ebf
  1. 4
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/FSR3NativeUpscaler.cs

4
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/FSR3NativeUpscaler.cs

@ -78,8 +78,8 @@ namespace UnityEngine.Rendering.PostProcessing
var scaledRenderSize = config.GetScaledRenderSize(context.camera); var scaledRenderSize = config.GetScaledRenderSize(context.camera);
ref var execData = ref _nativeContext.executeData; ref var execData = ref _nativeContext.executeData;
execData.jitterOffsetX = config.JitterOffset.x;
execData.jitterOffsetY = config.JitterOffset.y;
execData.jitterOffsetX = -config.JitterOffset.x;
execData.jitterOffsetY = -config.JitterOffset.y;
execData.MVScaleX = -(float)scaledRenderSize.x; execData.MVScaleX = -(float)scaledRenderSize.x;
execData.MVScaleY = -(float)scaledRenderSize.y; execData.MVScaleY = -(float)scaledRenderSize.y;
execData.renderSizeWidth = (uint)scaledRenderSize.x; execData.renderSizeWidth = (uint)scaledRenderSize.x;

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