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Commit 29fbd35

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Added a few comments to TAA
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PostProcessing/Resources/Shaders/TAA.cginc

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@@ -130,6 +130,7 @@ OutputSolver FragSolver(VaryingsSolver input)
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#if TAA_DILATE_MOTION_VECTOR_SAMPLE
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float2 motion = tex2D(_CameraMotionVectorsTexture, GetClosestFragment(input.uv.zw)).xy;
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#else
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// Don't dilate in ortho !
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float2 motion = tex2D(_CameraMotionVectorsTexture, input.uv.zw).xy;
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#endif
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@@ -149,9 +150,11 @@ OutputSolver FragSolver(VaryingsSolver input)
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float4 corners = 4.0 * (topLeft + bottomRight) - 2.0 * color;
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// Sharpen output
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color += (color - (corners * 0.166667)) * 2.718282 * _SharpenParameters.x;
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color = max(0.0, color);
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// Tonemap color and history samples
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float4 average = FastToneMap((corners + color) * 0.142857);
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topLeft = FastToneMap(topLeft);
@@ -161,6 +164,7 @@ OutputSolver FragSolver(VaryingsSolver input)
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float4 history = tex2D(_HistoryTex, input.uv.zw - motion);
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// Only use this variant for arch viz or scenes that don't have any animated objects (camera animation is fine)
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#if TAA_USE_STABLE_BUT_GHOSTY_VARIANT
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float4 luma = float4(Luminance(topLeft.rgb), Luminance(bottomRight.rgb), Luminance(average.rgb), Luminance(color.rgb));
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float nudge = lerp(6.28318530718, 0.5, saturate(2.0 * history.a)) * max(abs(luma.z - luma.w), abs(luma.x - luma.y));
@@ -176,10 +180,14 @@ OutputSolver FragSolver(VaryingsSolver input)
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#endif
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history = FastToneMap(history);
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// Clip history samples
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history = ClipToAABB(history, history.a, minimum.xyz, maximum.xyz);
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// Store fragment motion history
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color.a = saturate(smoothstep(0.002 * _MainTex_TexelSize.z, 0.0035 * _MainTex_TexelSize.z, length(motion)));
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// Blend method
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float weight = clamp(lerp(TAA_FINAL_BLEND_STATIC_FACTOR, TAA_FINAL_BLEND_DYNAMIC_FACTOR,
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length(motion) * TAA_MOTION_AMPLIFICATION), TAA_FINAL_BLEND_DYNAMIC_FACTOR, TAA_FINAL_BLEND_STATIC_FACTOR);
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