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I have modified PostProcessPass.RenderFinalPass to add in the FSR calls to the XR Module block
I'm getting an error with the compute shaders Compute shader (RobustContrastAdaptiveSharpen): Property (_RCASInputTexture) at kernel index (0) has mismatching texture dimension (expected 2, got 5)
Compute shader (EdgeAdaptiveSpatialUpsampling): Property (_EASUInputTexture) at kernel index (0) has mismatching texture dimension (expected 2, got 5)
I suspect its due to using Single pass stereo, is there any way to add support for that?
#ifENABLE_VR&&ENABLE_XR_MODULEif(cameraData.xr.enabled){RenderTargetIdentifiercameraTarget= cameraTargetHandle.Identifier();//Blit(cmd, m_Source.Identifier(), BuiltinRenderTextureType.CurrentActive, material);boolisRenderToBackBufferTarget=cameraTarget== cameraData.xr.renderTarget &&!cameraData.xr.renderTargetIsRenderTexture;// We y-flip if// 1) we are bliting from render texture to back buffer and// 2) renderTexture starts UV at topboolyflip=isRenderToBackBufferTarget&& SystemInfo.graphicsUVStartsAtTop;Vector4scaleBias=yflip?new Vector4(1,-1,0,1):new Vector4(1,1,0,0);varxrTarget=new RenderTargetIdentifier(cameraTarget,0, CubemapFace.Unknown,-1);varoldCameraTarget= xrTarget;varenableFSR= cameraData.enableFSR;if( enableFSR ){oldCameraTarget=xrTarget;
cmd.GetTemporaryRT(ShaderConstants._EASUInputTexture, GetCompatibleDescriptor());xrTarget= ShaderConstants._EASUInputTexture;}
cmd.SetRenderTarget(xrTarget, colorLoadAction, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);if(!enableFSR)
cmd.SetViewport(cameraData.pixelRect);
cmd.SetGlobalVector(ShaderPropertyId.scaleBias, scaleBias);
cmd.DrawProcedural(Matrix4x4.identity, material,0, MeshTopology.Quads,4,1,null);if( enableFSR )
DoFSR(cmd,ref cameraData, oldCameraTarget);}else
#endif
The text was updated successfully, but these errors were encountered:
Hi @Wully616
Sure. As your error messages point out, the_EASUInputTexture is not correct. I guess it's because the single pass stereo uses the packed render texture, you can't use it as _EASUInputTexture directly. Fetching the texture with the normal UV will not be right. You can try adding the UnityStereoScreenSpaceUVAdjust where the _EASUInputTexture gets fetched.
I have modified
PostProcessPass.RenderFinalPass
to add in the FSR calls to the XR Module blockI'm getting an error with the compute shaders
Compute shader (RobustContrastAdaptiveSharpen): Property (_RCASInputTexture) at kernel index (0) has mismatching texture dimension (expected 2, got 5)
Compute shader (EdgeAdaptiveSpatialUpsampling): Property (_EASUInputTexture) at kernel index (0) has mismatching texture dimension (expected 2, got 5)
I suspect its due to using Single pass stereo, is there any way to add support for that?
The text was updated successfully, but these errors were encountered: