单相机加 AfterRenderingPostProcessing event 会造成 FinalBlitPass source rt 错误
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@ -141,6 +141,10 @@ namespace UnityEngine.Rendering.Universal.Internal
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m_Source = renderingData.cameraData.renderer.cameraColorTargetHandle;
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}
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if (m_Source != cameraData.renderer.GetCameraColorBackBuffer(cmd))
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{
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m_Source = renderingData.cameraData.renderer.cameraColorTargetHandle;
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}
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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.FinalBlit)))
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{
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m_PassData.blitMaterialData.material.enabledKeywords = null;
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@ -20,6 +20,9 @@ namespace X.Rendering.Feature
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private bool needTurnOnXess = false;
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private XeSS.xess_2d_t rendererSize;
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private bool resetHistory = false;
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private static bool supportXess2;
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public static bool SupportXess2 => supportXess2;
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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@ -29,6 +32,7 @@ namespace X.Rendering.Feature
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{
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needTurnOnXess = true;
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profiler = new ProfilingSampler("Xess2");
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supportXess2 = XeSS.IsFeatureSupported();
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}
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public bool InitFeature()
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