@ -240,9 +240,9 @@ namespace UnityEngine.Rendering.PostProcessing
}
// Undo the current mipmap bias offset
if (!float.IsNaN(_appliedBiasOffset) && !float.IsInfinity(_appliedBiasOffset) && _appliedBiasOffset != 0f)
if (_appliedBiasOffset != 0f && !float.IsNaN(_appliedBiasOffset) && !float.IsInfinity(_appliedBiasOffset))
{
_callbacks.ApplyMipmapBias(-_appliedBiasOffset);
_callbacks.UndoMipmapBias(_appliedBiasOffset);
_appliedBiasOffset = 0f;
@ -42,6 +42,8 @@ namespace FidelityFX
/// You may also want to store the bias offset value and apply it to any assets that are loaded in on demand.
/// </summary>
void ApplyMipmapBias(float biasOffset);
void UndoMipmapBias(float biasOffset);
/// <summary>
@ -76,10 +78,23 @@ namespace FidelityFX
CurrentBiasOffset += biasOffset;
if (Mathf.Approximately(CurrentBiasOffset, 0f))
CurrentBiasOffset = 0f;
foreach (var texture in Resources.FindObjectsOfTypeAll<Texture2D>())
if (texture.mipmapCount <= 1)
continue;
texture.mipMapBias += biasOffset;
public virtual void UndoMipmapBias(float biasOffset)
ApplyMipmapBias(-biasOffset);