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taa_unity_urp's Issues

Issue in URP 12+

This way of referencing the camera colour texture in URP 12+ appears to have been depreciated. For future compatibility, replace the below with
colorTextureIdentifier = renderingData.cameraData.renderer.cameraColorTarget;

var colorTextureIdentifier = new RenderTargetIdentifier("_CameraColorTexture");

How to enable/disable it by code?

Example

Volume volume = Camera.main.GetComponent<Volume>();
TAA TTALayer;
if(volume.profile.TryGet<TAA>(out TTALayer)){
      TTALayer.active = false;
        }

how?

Doesn't work in URP 10.x

Works great in 2019.4. but it doesn't work on 2020.x.x (URP 10 .x) versions. can also be Mobile supported?
unity 2019.4, galaxy s20, vulkan, black screen and crash

it doesn't work on latest Unity URP

i used this great anti-aliasing on my project in Unity 2020 version. it worked great but i have upgraded my project to Unity 2022.3.0 and it doesnt work now !! i've added it to my post process but it doesnt any affect on rendeing !!
also i have these errors :

CommandBuffer: temporary render texture _CameraColorTexture not found while executing TAA Pass (Blit source)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
CommandBuffer: temporary render texture _CameraColorTexture not found while executing TAA Pass (Blit destination)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Please help if you know how to solve the problem, because i've used this TAA for my project and it doesnt work now. its so important for me. thanks.

temporary render texture _CameraColorTexture not found

At the moment in URP 12 with Unity 2021.2 I get these errors.

CommandBuffer: temporary render texture _CameraColorTexture not found while executing TAA Pass (Blit source)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

CommandBuffer: temporary render texture _CameraColorTexture not found while executing TAA Pass (Blit destination)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Loading shader using `Shader.Find` works only in editor

Hi,

Thanks for the package!

When building to a target device, this line will fail.

It's stated in the doc that shaders aren't included if not used. I think a nice and easy fix would be to create the material directly in the editor, so the shader is referenced.

Current Workaround

The current workaround is to simply go in the ProjectSettings and list the shader as always included.

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