ndepoel / FSR3Unity

FSR 3.1 Upscaler integration for Unity built-in render pipeline, with support for DX11, Mac, Linux and consoles.
https://discussions.unity.com/t/open-source-fidelityfx-super-resolution-3-1-fsr3-upscaler-for-unity-birp-dx11-ppv2-hdrp17-multi-platform/917847
MIT License
231 stars 29 forks source link

Error occurs when switching game view in editor mode #9

Open 2324268086 opened 9 months ago

2324268086 commented 9 months ago

Color resource is null UnityEngine.Debug:LogError (object) FidelityFX.Fsr2Context:DebugCheckDispatch (FidelityFX.Fsr2/DispatchDescription) (at ./Packages/com.unity.postprocessing@3.3.1/PostProcessing/Runtime/FSR2/Fsr2Context.cs:441) FidelityFX.Fsr2Context:Dispatch (FidelityFX.Fsr2/DispatchDescription,UnityEngine.Rendering.CommandBuffer) (at ./Packages/com.unity.postprocessing@3.3.1/PostProcessing/Runtime/FSR2/Fsr2Context.cs:144) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Depth resource is null UnityEngine.Debug:LogError (object) FidelityFX.Fsr2Context:DebugCheckDispatch (FidelityFX.Fsr2/DispatchDescription) (at ./Packages/com.unity.postprocessing@3.3.1/PostProcessing/Runtime/FSR2/Fsr2Context.cs:446) FidelityFX.Fsr2Context:Dispatch (FidelityFX.Fsr2/DispatchDescription,UnityEngine.Rendering.CommandBuffer) (at ./Packages/com.unity.postprocessing@3.3.1/PostProcessing/Runtime/FSR2/Fsr2Context.cs:144) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

MotionVectors resource is null UnityEngine.Debug:LogError (object) FidelityFX.Fsr2Context:DebugCheckDispatch (FidelityFX.Fsr2/DispatchDescription) (at ./Packages/com.unity.postprocessing@3.3.1/PostProcessing/Runtime/FSR2/Fsr2Context.cs:451) FidelityFX.Fsr2Context:Dispatch (FidelityFX.Fsr2/DispatchDescription,UnityEngine.Rendering.CommandBuffer) (at ./Packages/com.unity.postprocessing@3.3.1/PostProcessing/Runtime/FSR2/Fsr2Context.cs:144) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

2324268086 commented 9 months ago

When running in the editor

ndepoel commented 9 months ago

These errors are fairly harmless by themselves, they are ported over from the original FSR2 codebase and only appear inside the Unity Editor and in development builds, to warn developers if/when something might be wrong with their FSR2 setup. They can sometimes appear in Unity when the view gets reset or a camera is activated or deactivated.

Are you using the latest version of the Post-processing Stack V2 + FSR2 package? That's version 3.3.1d. In it, I did some refactoring on how render target resource references are managed, which also affects these error messages. They should appear less often now.