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Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline

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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;` https://github.com/sienaiwun/TAA_Unity_URP/blob/cf29c5e60ef9cbef3050d624fcaf040895642241/Runtime/TAAPass.cs#L103

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 !!...

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:...

Example ``` Volume volume = Camera.main.GetComponent(); TAA TTALayer; if(volume.profile.TryGet(out TTALayer)){ TTALayer.active = false; } ``` how?

Mali GPU ![WhatsApp Image 2021-07-19 at 16 31 43](https://user-images.githubusercontent.com/49202311/126171121-a5f61218-9a7e-4bd8-a08d-62d114d858f1.jpeg) Adreno GPU ![WhatsApp Image 2021-07-19 at 16 31 26](https://user-images.githubusercontent.com/49202311/126170897-a8dffe86-ad27-450d-8906-2f42a7627e48.jpeg)

Hi, Thanks for the package! When building to a target device, [this line](https://github.com/sienaiwun/TAA_Unity_URP/blob/cf29c5e60ef9cbef3050d624fcaf040895642241/Runtime/TAAPass.cs#L47) will fail. It's stated in the doc that shaders aren't included if not used. I think a...

Currently goes black when used with Single Pass, and distorts the rendering in the headset when used with Multi Pass.