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Fixed exposure instability for a few seconds after initialization on iOS Metal, and cleared out a shader compiler warning at run-time.

armasr
Nico de Poel 10 months ago
parent
commit
f8483414f2
  1. 2
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Runtime/AsrContext.cs
  2. 2
      Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_compute_luminance_pyramid.h

2
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Runtime/AsrContext.cs

@ -167,7 +167,7 @@ namespace ArmASR
// Auto exposure always used to track luma changes in locking logic
commandBuffer.SetRenderTarget(_resources.AutoExposure[frameIndex ^ 1]);
commandBuffer.ClearRenderTarget(false, true, new Color(-1f, 1e8f, 0f, 0f));
commandBuffer.ClearRenderTarget(false, true, new Color(0f, 1e8f, 0f, 0f));
// Reset atomic counter to 0
commandBuffer.SetRenderTarget(_resources.SpdAtomicCounter);

2
Packages/com.unity.postprocessing@3.2.2/PostProcessing/Runtime/Effects/Upscaling/ASR/Shaders/shaders/fsr2/ffxm_fsr2_compute_luminance_pyramid.h

@ -19,7 +19,7 @@
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
FFXM_GROUPSHARED FfxUInt32 spdCounter;
FFXM_GROUPSHARED FfxUInt32 spdCounter = 0u;
void SpdIncreaseAtomicCounter(FfxUInt32 slice)
{

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