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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?
#if ENABLE_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?newVector4(1,-1,0,1):newVector4(1,1,0,0);varxrTarget=newRenderTargetIdentifier(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,refcameraData,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: