4890e96556
Fixes issue #83152. Due to how BLUR_0 is reused for multiple purposes and requires being at native resolution for some post-processing effects to work, FSR2 will use an alternate texture at internal size to use as the screen texture read by shaders instead. The rendering pipeline will prefer using this texture if it exists. |
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render_forward_clustered.cpp | ||
render_forward_clustered.h | ||
scene_shader_forward_clustered.cpp | ||
scene_shader_forward_clustered.h | ||
SCsub |