From 9e97cb3ac5501797951cda5d172f904c9b142572 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Sun, 8 Dec 2024 18:16:04 +0100 Subject: [PATCH] Reverted frame count hack originating from the WW1 code --- .../PostProcessing/Runtime/Effects/Upscaling.cs | 8 +------- 1 file changed, 1 insertion(+), 7 deletions(-) diff --git a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling.cs b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling.cs index 558a410..0163a03 100644 --- a/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling.cs +++ b/Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling.cs @@ -215,19 +215,13 @@ namespace UnityEngine.Rendering.PostProcessing } } - private int _frameIndex; - private void ApplyJitter(Camera camera) { var scaledRenderSize = GetScaledRenderSize(camera); - // Stop frame debugger from freaking out - if (Time.deltaTime > 0) - _frameIndex++; - // Perform custom jittering of the camera's projection matrix according to FSR's recipe int jitterPhaseCount = Fsr2.GetJitterPhaseCount(scaledRenderSize.x, _upscaleSize.x); - Fsr2.GetJitterOffset(out float jitterX, out float jitterY, _frameIndex, jitterPhaseCount); + Fsr2.GetJitterOffset(out float jitterX, out float jitterY, Time.frameCount, jitterPhaseCount); JitterOffset = new Vector2(jitterX, jitterY);