Open Wully616 opened 2 years ago
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?