diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs index 6cb58bc..6279fed 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs @@ -80,8 +80,6 @@ namespace UnityEngine.Rendering.PostProcessing private readonly Fsr2.DispatchDescription _dispatchDescription = new Fsr2.DispatchDescription(); private readonly Fsr2.GenerateReactiveDescription _genReactiveDescription = new Fsr2.GenerateReactiveDescription(); - private RenderTexture _upscaledOutput; - private Fsr2.QualityMode _prevQualityMode; private Vector2Int _prevDisplaySize; @@ -126,9 +124,7 @@ namespace UnityEngine.Rendering.PostProcessing _prevQualityMode = qualityMode; } - // Effects rendering happens in OnPreCull, so this is the right place to apply camera jittering - ApplyJitter(context.camera); - + // TODO: these input resources should come from context.source cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputColor, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Color); cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputDepth, BuiltinRenderTextureType.CameraTarget, RenderTextureSubElement.Depth); cmd.SetGlobalTexture(Fsr2ShaderIDs.SrvInputMotionVectors, BuiltinRenderTextureType.MotionVectors); @@ -170,9 +166,6 @@ namespace UnityEngine.Rendering.PostProcessing // Apply a mipmap bias so that textures retain their sharpness float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _displaySize.x); //Fsr2.GlobalCallbacks.ApplyMipmapBias(biasOffset); - - _upscaledOutput = new RenderTexture(_displaySize.x, _displaySize.y, 0, context.sourceFormat) { name = "FSR2 Upscaled Output", enableRandomWrite = true }; - _upscaledOutput.Create(); } private void DestroyFsrContext() @@ -186,12 +179,6 @@ namespace UnityEngine.Rendering.PostProcessing float biasOffset = Fsr2.GetMipmapBiasOffset(_renderSize.x, _prevDisplaySize.x); //Fsr2.GlobalCallbacks.ApplyMipmapBias(-biasOffset); } - - if (_upscaledOutput != null) - { - _upscaledOutput.Release(); - _upscaledOutput = null; - } } private void ApplyJitter(Camera camera)