@ -187,7 +187,7 @@ namespace UnityEngine.Rendering.PostProcessing
var scaledRenderSize = _genReactiveDescription . RenderSize ;
var scaledRenderSize = _genReactiveDescription . RenderSize ;
cmd . GetTemporaryRT ( Fsr2ShaderIDs . UavAutoReactive , scaledRenderSize . x , scaledRenderSize . y , 0 , default , GraphicsFormat . R8_UNorm , 1 , true ) ;
cmd . GetTemporaryRT ( Fsr2ShaderIDs . UavAutoReactive , scaledRenderSize . x , scaledRenderSize . y , 0 , default , GraphicsFormat . R8_UNorm , 1 , true ) ;
_fsrContext . GenerateReactiveMask ( _genReactiveDescription , cmd ) ;
_fsrContext . GenerateReactiveMask ( _genReactiveDescription , cmd ) ;
_dispatchDescription . Reactive = new Fsr2 . RenderTarget View ( Fsr2ShaderIDs . UavAutoReactive ) ;
_dispatchDescription . Reactive = new Fsr2 . Resource View ( Fsr2ShaderIDs . UavAutoReactive ) ;
}
}
_fsrContext . Dispatch ( _dispatchDescription , cmd ) ;
_fsrContext . Dispatch ( _dispatchDescription , cmd ) ;
@ -263,21 +263,21 @@ namespace UnityEngine.Rendering.PostProcessing
var camera = context . camera ;
var camera = context . camera ;
// Set up the main FSR2 dispatch parameters
// Set up the main FSR2 dispatch parameters
_dispatchDescription . Color = new Fsr2 . RenderTarget View ( context . source ) ;
_dispatchDescription . Depth = new Fsr2 . RenderTarget View ( BuiltinRenderTextureType . CameraTarget , RenderTextureSubElement . Depth ) ;
_dispatchDescription . MotionVectors = new Fsr2 . RenderTarget View ( BuiltinRenderTextureType . MotionVectors ) ;
_dispatchDescription . Exposure = Fsr2 . RenderTargetView . Empty ;
_dispatchDescription . Reactive = Fsr2 . RenderTargetView . Empty ;
_dispatchDescription . TransparencyAndComposition = Fsr2 . RenderTargetView . Empty ;
if ( exposureSource = = ExposureSource . Manual & & exposure ! = null ) _dispatchDescription . Exposure = new Fsr2 . RenderTarget View ( exposure ) ;
if ( exposureSource = = ExposureSource . Unity ) _dispatchDescription . Exposure = new Fsr2 . RenderTarget View ( context . autoExposureTexture ) ;
if ( reactiveMask ! = null ) _dispatchDescription . Reactive = new Fsr2 . RenderTarget View ( reactiveMask ) ;
if ( transparencyAndCompositionMask ! = null ) _dispatchDescription . TransparencyAndComposition = new Fsr2 . RenderTarget View ( transparencyAndCompositionMask ) ;
_dispatchDescription . Color = new Fsr2 . Resource View ( context . source ) ;
_dispatchDescription . Depth = new Fsr2 . Resource View ( BuiltinRenderTextureType . CameraTarget , RenderTextureSubElement . Depth ) ;
_dispatchDescription . MotionVectors = new Fsr2 . Resource View ( BuiltinRenderTextureType . MotionVectors ) ;
_dispatchDescription . Exposure = Fsr2 . ResourceView . Unassigned ;
_dispatchDescription . Reactive = Fsr2 . ResourceView . Unassigned ;
_dispatchDescription . TransparencyAndComposition = Fsr2 . ResourceView . Unassigned ;
if ( exposureSource = = ExposureSource . Manual & & exposure ! = null ) _dispatchDescription . Exposure = new Fsr2 . Resource View ( exposure ) ;
if ( exposureSource = = ExposureSource . Unity ) _dispatchDescription . Exposure = new Fsr2 . Resource View ( context . autoExposureTexture ) ;
if ( reactiveMask ! = null ) _dispatchDescription . Reactive = new Fsr2 . Resource View ( reactiveMask ) ;
if ( transparencyAndCompositionMask ! = null ) _dispatchDescription . TransparencyAndComposition = new Fsr2 . Resource View ( transparencyAndCompositionMask ) ;
var scaledRenderSize = GetScaledRenderSize ( context . camera ) ;
var scaledRenderSize = GetScaledRenderSize ( context . camera ) ;
_dispatchDescription . Output = new Fsr2 . RenderTarget View ( context . destination ) ;
_dispatchDescription . Output = new Fsr2 . Resource View ( context . destination ) ;
_dispatchDescription . PreExposure = preExposure ;
_dispatchDescription . PreExposure = preExposure ;
_dispatchDescription . EnableSharpening = performSharpenPass ;
_dispatchDescription . EnableSharpening = performSharpenPass ;
_dispatchDescription . Sharpness = sharpness ;
_dispatchDescription . Sharpness = sharpness ;
@ -296,7 +296,7 @@ namespace UnityEngine.Rendering.PostProcessing
_dispatchDescription . EnableAutoReactive = autoGenerateTransparencyAndComposition ;
_dispatchDescription . EnableAutoReactive = autoGenerateTransparencyAndComposition ;
if ( autoGenerateTransparencyAndComposition )
if ( autoGenerateTransparencyAndComposition )
{
{
_dispatchDescription . ColorOpaqueOnly = new Fsr2 . RenderTarget View ( colorOpaqueOnly ) ;
_dispatchDescription . ColorOpaqueOnly = new Fsr2 . Resource View ( colorOpaqueOnly ) ;
_dispatchDescription . AutoTcThreshold = generateTransparencyAndCompositionParameters . autoTcThreshold ;
_dispatchDescription . AutoTcThreshold = generateTransparencyAndCompositionParameters . autoTcThreshold ;
_dispatchDescription . AutoTcScale = generateTransparencyAndCompositionParameters . autoTcScale ;
_dispatchDescription . AutoTcScale = generateTransparencyAndCompositionParameters . autoTcScale ;
_dispatchDescription . AutoReactiveScale = generateTransparencyAndCompositionParameters . autoReactiveScale ;
_dispatchDescription . AutoReactiveScale = generateTransparencyAndCompositionParameters . autoReactiveScale ;
@ -313,9 +313,9 @@ namespace UnityEngine.Rendering.PostProcessing
private void SetupAutoReactiveDescription ( PostProcessRenderContext context )
private void SetupAutoReactiveDescription ( PostProcessRenderContext context )
{
{
// Set up the parameters to auto-generate a reactive mask
// Set up the parameters to auto-generate a reactive mask
_genReactiveDescription . ColorOpaqueOnly = new Fsr2 . RenderTarget View ( colorOpaqueOnly ) ;
_genReactiveDescription . ColorPreUpscale = new Fsr2 . RenderTarget View ( context . source ) ;
_genReactiveDescription . OutReactive = new Fsr2 . RenderTarget View ( Fsr2ShaderIDs . UavAutoReactive ) ;
_genReactiveDescription . ColorOpaqueOnly = new Fsr2 . Resource View ( colorOpaqueOnly ) ;
_genReactiveDescription . ColorPreUpscale = new Fsr2 . Resource View ( context . source ) ;
_genReactiveDescription . OutReactive = new Fsr2 . Resource View ( Fsr2ShaderIDs . UavAutoReactive ) ;
_genReactiveDescription . RenderSize = GetScaledRenderSize ( context . camera ) ;
_genReactiveDescription . RenderSize = GetScaledRenderSize ( context . camera ) ;
_genReactiveDescription . Scale = generateReactiveParameters . scale ;
_genReactiveDescription . Scale = generateReactiveParameters . scale ;
_genReactiveDescription . CutoffThreshold = generateReactiveParameters . cutoffThreshold ;
_genReactiveDescription . CutoffThreshold = generateReactiveParameters . cutoffThreshold ;