Version: 2021.2
LanguageEnglish
  • C#

DLSSTextureTable

struct in UnityEngine.NVIDIA

/

Implemented in:UnityEngine.NVIDIAModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

The set of texture slots available for the DLSSContext. SA GraphicsDevice.ExecuteDLSS

Properties

biasColorMaskA 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.
colorInputThe input color buffer to upsample for DLSSContext. This texture is mandatory and you must set it to a non-null value.
colorOutputThe output color buffer to write the upsampling result for DLSSContext. This must be large enough to fit in the output rect specified in the command. This texture is mandatory and you must set it to a non-null value.
depthThe 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.
exposureTextureA 1x1 texture with pre-exposure values. If you do not use pre-exposure, do not set this texture. This texture is optional.
motionVectorsThe motion vectors requested by the DLSSContext. Depending on the DLSSFeatureFlags specified in DLSSContext.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.
transparencyMaskA transparency bit mask. This must be the same size as the input texture. This texture helps the DLSSContext with ghosting issues. This texture is optional.