Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

FSR2TextureTable

struct in UnityEngine.AMD

/

Implemented in:UnityEngine.AMDModule

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Description

The set of texture slots available for the FSR2Context. SA GraphicsDevice.ExecuteFSR2.

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 FSR2Context. This texture is mandatory and you must set it to a non-null value.
colorOutputThe input color buffer to upsample for FSR2Context. 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 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.
reactiveMaskRendering mask specifying reliance on temporal information. Additional resources: Github documentation on reactive mask.
transparencyMaskA 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.