struct in UnityEngine.AMD
/
Implemented in:UnityEngine.AMDModule
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CloseThe set of texture slots available for the FSR2Context. SA GraphicsDevice.ExecuteFSR2.
biasColorMask | A mask, same size as colorInput, preferably of format R8_UNORM that informs DLSS of possible moving pixels. If heavy ghosting is encountered, set pixels to this mask to fix the problem. This texture is optional. |
colorInput | The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value. |
colorOutput | The input color buffer to upsample for FSR2Context. This texture is mandatory and you must set it to a non-null value. |
depth | The input depth buffer. This must be the same size as the input color buffer. This texture is mandatory and you must set it to a non-null value. |
exposureTexture | A 1x1 texture with pre-exposure values. If you do not use pre-exposure, do not set this texture. This texture is optional. |
motionVectors | The motion vectors requested by the FSR2Context. Depending on the AMD.FSR2FeatureFlags specified in FSR2Context.initData, this buffer can be a smaller scale or the full output resolution. This texture is mandatory and you must set it to a non-null value. |
reactiveMask | Rendering mask specifying reliance on temporal information. Additional resources: Github documentation on reactive mask. |
transparencyMask | A transparency bit mask. This must be the same size as the input texture. This texture helps the FSR2Context with ghosting issues. This texture is optional. |
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