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Callbacks factory does not need to be static and should not be static (i.e. allow for different callbacks depending on context)

stable
Nico de Poel 3 years ago
parent
commit
d1965ee786
  1. 4
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs

4
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/SuperResolution.cs

@ -31,7 +31,7 @@ namespace UnityEngine.Rendering.PostProcessing
[Serializable]
public class SuperResolution
{
public static Func<PostProcessRenderContext, IFsr2Callbacks> CallbacksFactory { get; set; } = (context) => new Callbacks(context.resources);
public Func<PostProcessRenderContext, IFsr2Callbacks> callbacksFactory { get; set; } = (context) => new Callbacks(context.resources);
[Tooltip("Standard scaling ratio presets.")]
public Fsr2.QualityMode qualityMode = Fsr2.QualityMode.Quality;
@ -213,7 +213,7 @@ namespace UnityEngine.Rendering.PostProcessing
if (enableFP16) flags |= Fsr2.InitializationFlags.EnableFP16Usage;
if (exposureSource == ExposureSource.Auto) flags |= Fsr2.InitializationFlags.EnableAutoExposure;
_callbacks = CallbacksFactory(context);
_callbacks = callbacksFactory(context);
_fsrContext = Fsr2.CreateContext(_displaySize, _renderSize, _callbacks, flags);
// Apply a mipmap bias so that textures retain their sharpness

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