@ -25,10 +25,20 @@ namespace UnityEngine.Rendering.PostProcessing
static PSSRUpscaler ( )
static PSSRUpscaler ( )
{
{
if ( PSSRPlugin . InitPssr ( ) < 0 )
try
{
{
Debug . LogError ( "Failed to initialize PSSR plugin!" ) ;
if ( PSSRPlugin . InitPssr ( ) < 0 )
{
Debug . LogError ( "Failed to initialize PSSR plugin!" ) ;
PluginInitialized = false ;
return ;
}
}
catch ( DllNotFoundException )
{
Debug . LogError ( "PSSR plugin not found!" ) ;
PluginInitialized = false ;
PluginInitialized = false ;
return ;
}
}
PluginInitialized = true ;
PluginInitialized = true ;
@ -125,7 +135,7 @@ namespace UnityEngine.Rendering.PostProcessing
// We need to provide copies of the previous depth and motion vector buffers anyway, so we can turn this otherwise wasteful copying into a benefit
// We need to provide copies of the previous depth and motion vector buffers anyway, so we can turn this otherwise wasteful copying into a benefit
PrepareInputs ( cmd , context , config , _inputColor , _inputDepth [ frameIndex ] , _inputMotionVectors [ frameIndex ] ) ;
PrepareInputs ( cmd , context , config , _inputColor , _inputDepth [ frameIndex ] , _inputMotionVectors [ frameIndex ] ) ;
Texture reactiveMask = config . reactive Mask;
Texture reactiveMask = config . transparencyAndComposition Mask;
if ( config . autoGenerateReactiveMask | | config . autoGenerateTransparencyAndComposition )
if ( config . autoGenerateReactiveMask | | config . autoGenerateTransparencyAndComposition )
{
{
reactiveMask = GenerateReactiveMask ( cmd , context , config ) ;
reactiveMask = GenerateReactiveMask ( cmd , context , config ) ;