From bdca6950c414003372256032954bfb0271523e06 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Tue, 13 Jun 2023 19:39:32 +0200 Subject: [PATCH] Set the dynamic resolution flag when appropriate. It doesn't actually do anything, but it's good form to include it. --- .../PostProcessing/Runtime/Effects/SuperResolution.cs | 1 + 1 file changed, 1 insertion(+) 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 a77914a..1359ed4 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 @@ -213,6 +213,7 @@ namespace UnityEngine.Rendering.PostProcessing if (context.camera.allowHDR) flags |= Fsr2.InitializationFlags.EnableHighDynamicRange; if (enableFP16) flags |= Fsr2.InitializationFlags.EnableFP16Usage; if (exposureSource == ExposureSource.Auto) flags |= Fsr2.InitializationFlags.EnableAutoExposure; + if (RuntimeUtilities.IsDynamicResolutionEnabled(context.camera)) flags |= Fsr2.InitializationFlags.EnableDynamicResolution; _callbacks = callbacksFactory(context); _fsrContext = Fsr2.CreateContext(_displaySize, _maxRenderSize, _callbacks, flags);