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View Code? Open in Web Editor NEWTemporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
License: MIT License
Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline
License: MIT License
Currently goes black when used with Single Pass,
and distorts the rendering in the headset when used with Multi Pass.
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;
TAA_Unity_URP/Runtime/TAAPass.cs
Line 103 in cf29c5e
Example
Volume volume = Camera.main.GetComponent<Volume>();
TAA TTALayer;
if(volume.profile.TryGet<TAA>(out TTALayer)){
TTALayer.active = false;
}
how?
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
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.
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&)
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.
The current workaround is to simply go in the ProjectSettings
and list the shader as always included.
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