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Temporal

Temporal Reprojection Anti-Aliasing for Unity 5.0+

Install / Use

/learn @playdeadgames/Temporal
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

Temporal Reprojection Anti-Aliasing

Source code release of the anti-aliasing solution used in Playdead's INSIDE.

LICENSE

MIT (see LICENSE.txt)

REQUIRES

Unity 5.0+

INSTRUCTIONS

  • copy Assets/* to your project
  • disable MSAA under 'Project Settings/Quality' (optional)
  • add the TemporalReprojection component to your cameras
  • add the VelocityBufferTag component to individual moving meshes (if you want correct motion vectors)
  • tagging skinned meshes is expensive

AUTHOR

Lasse Jon Fuglsang Pedersen <lasse@playdead.com>

THANKS TO

  • Mikkel Gjøl (suggestions and feedback, noise distributions, motion blur tweaks)
  • Tiago Sousa (neighbourhood clamping in SMAA 1tx; http://www.crytek.com/download/Sousa_Graphics_Gems_CryENGINE3.pdf)
  • Brian Karis (YCoCg clipping, neighbourhood rounding; http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx)
  • Timothy Lottes (weighing by unbiased luminance diff; http://www.youtube.com/watch?v=WzpLWzGvFK4&t=18m)
  • Morgan McGuire (motion blur reconstruction filter; http://graphics.cs.williams.edu/papers/MotionBlurI3D12/McGuire12Blur.pdf)

Related Skills

View on GitHub
GitHub Stars1.9k
CategoryDevelopment
Updated2d ago
Forks189

Languages

C#

Security Score

95/100

Audited on Apr 3, 2026

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