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Reverted frame count hack originating from the WW1 code

dec2024update
Nico de Poel 1 year ago
parent
commit
9e97cb3ac5
  1. 8
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling.cs

8
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) private void ApplyJitter(Camera camera)
{ {
var scaledRenderSize = GetScaledRenderSize(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 // Perform custom jittering of the camera's projection matrix according to FSR's recipe
int jitterPhaseCount = Fsr2.GetJitterPhaseCount(scaledRenderSize.x, _upscaleSize.x); 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); JitterOffset = new Vector2(jitterX, jitterY);

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