When I use either FSR or XeSS upscaler, the image is scaled up and I can only see the left bottom corner of the image.
If I disable the Camera's custom post-process setting, then the full image is visible for all upscalers.
How can I use Frame Debugger in here to identify the issue?
All I know that we had a similar issue before, and it was caused by the PP effect was using the un-scaled resolution. But I don't know how to identify which PP effect could be this one.
#How can I figure out which custom post process cause the Upscaler to not work properly?
1 messages · Page 1 of 1 (latest)
No. It must be "final post", since that's where the issue appears.
You can confirm it by looking at the input textures of the draw call.
okay, and how could I see which shader cause that?
You can see it right there in your screenshot - "used shader".
but then the HDRP/FinalPass doesn't use the full resolution?
I mean its using the un-scaled resolution?
It doesn't seem like the upsacler results are even wired to anything. Could be wrong - need to look in details at the upscale drawcalls and the next draw call after that.
well, upscaler worked perfectly before Unity 6 upgrade, and I didn't touch the shaders or shader graphs at all
There were pretty big changes to the render graph, so perhaps something broke. 🤷♂️
I'd double check the solution you're using for the upscaler and make sure it's compatible with unity 6.
well, I tried to update The Naked Dev XeSS package yesterday, and I couldn't. Classes which were used in previous versions were not in the newest one anymore. And there wasn't any guide about how to update it
well, its only bad if I set the XeSS_HDRP component's Quality to anything else other than Native AA
Native AA works, that doesn't f*ck up the image
@acoustic gyro okay, since then I realized what I did wrong