DLSSCommandExecutionData
Represents the state of a DLSSContext.
Read time 1 minuteLast updated 6 days ago
Definition
- Type: Struct
- Namespace: UnityEngine.NVIDIA
- Assembly: UnityEngine.NVIDIAModule
public struct DLSSCommandExecutionData
Remarks
If you call GraphicsDevice.ExecuteDLSS, Unity sends the values in this struct to the runtime. After this, you can change the values in this struct without any side effects.
Properties
Property | Description |
|---|---|
| invertXAxis | Indicates if the X axis is inverted. Set to 0 or 1. |
| invertYAxis | Indicates if the Y axis is inverted. Set to 0 or 1. |
| jitterOffsetX | The x-axis jitter camera offset in device coordinates. |
| jitterOffsetY | The y-axis jitter camera offset in device coordinates. |
| mvScaleX | If you set the DLSSFeatureFlags.MVLowRes flag, this value indicates the scale (smaller) of the motion vector buffer input texture used in the x-axis. |
| mvScaleY | If you set the DLSSFeatureFlags.MVLowRes flag, this value indicates the scale (smaller) of the motion vector buffer input texture used in the y-axis. |
| preExposure | Specifies a pre exposure multiplier for the input color texture. |
| reset | Indicates whether to invalidate the history buffers. |
| sharpness | Specifies how sharp the frame should look as a value from 0 to 1. |
| subrectHeight | The subrectangle height of input buffers to use. |
| subrectOffsetX | The subrectangle x-axis offset of input buffers to use. |
| subrectOffsetY | The subrectangle y-axis offset of input buffers to use. |
| subrectWidth | The subrectangle width of input buffers to use. |