Temporal
Temporal Reprojection Anti-Aliasing for Unity 5.0+
Install / Use
/learn @playdeadgames/TemporalREADME
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)
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