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Set the dynamic resolution flag when appropriate. It doesn't actually do anything, but it's good form to include it.

fsr2
Nico de Poel 3 years ago
parent
commit
bdca6950c4
  1. 1
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs

1
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);

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