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Commit 3be7883

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Renamed TAA sharpen to sharpness
1 parent 1dfb857 commit 3be7883

4 files changed

Lines changed: 9 additions & 9 deletions

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PostProcessing/Editor/PostProcessLayerEditor.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -20,7 +20,7 @@ public sealed class PostProcessLayerEditor : BaseEditor<PostProcessLayer>
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2121
SerializedProperty m_AntialiasingMode;
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SerializedProperty m_TaaJitterSpread;
23-
SerializedProperty m_TaaSharpen;
23+
SerializedProperty m_TaaSharpness;
2424
SerializedProperty m_TaaStationaryBlending;
2525
SerializedProperty m_TaaMotionBlending;
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SerializedProperty m_FxaaMobileOptimized;
@@ -76,7 +76,7 @@ void OnEnable()
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m_AntialiasingMode = FindProperty(x => x.antialiasingMode);
7878
m_TaaJitterSpread = FindProperty(x => x.temporalAntialiasing.jitterSpread);
79-
m_TaaSharpen = FindProperty(x => x.temporalAntialiasing.sharpen);
79+
m_TaaSharpness = FindProperty(x => x.temporalAntialiasing.sharpness);
8080
m_TaaStationaryBlending = FindProperty(x => x.temporalAntialiasing.stationaryBlending);
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m_TaaMotionBlending = FindProperty(x => x.temporalAntialiasing.motionBlending);
8282
m_FxaaMobileOptimized = FindProperty(x => x.fastApproximateAntialiasing.mobileOptimized);
@@ -211,7 +211,7 @@ void DoAntialiasing()
211211
EditorGUILayout.PropertyField(m_TaaJitterSpread);
212212
EditorGUILayout.PropertyField(m_TaaStationaryBlending);
213213
EditorGUILayout.PropertyField(m_TaaMotionBlending);
214-
EditorGUILayout.PropertyField(m_TaaSharpen);
214+
EditorGUILayout.PropertyField(m_TaaSharpness);
215215
}
216216
else if (m_AntialiasingMode.intValue == (int)PostProcessLayer.Antialiasing.SubpixelMorphologicalAntialiasing)
217217
{

PostProcessing/Runtime/Effects/TemporalAntialiasing.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -10,9 +10,9 @@ public sealed class TemporalAntialiasing
1010
[Range(0.1f, 1f)]
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public float jitterSpread = 0.75f;
1212

13-
[Tooltip("Controls the amount of sharpening applied to the color buffer.")]
13+
[Tooltip("Controls the amount of sharpening applied to the color buffer. High values may introduce dark-border artifacts.")]
1414
[Range(0f, 3f)]
15-
public float sharpen = 0.25f;
15+
public float sharpness = 0.25f;
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[Tooltip("The blend coefficient for a stationary fragment. Controls the percentage of history sample blended into the final color.")]
1818
[Range(0f, 0.99f)]
@@ -141,7 +141,7 @@ internal void Render(PostProcessRenderContext context)
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142142
const float kMotionAmplification = 100f * 60f;
143143
sheet.properties.SetVector(ShaderIDs.Jitter, jitter);
144-
sheet.properties.SetFloat(ShaderIDs.SharpenParameters, sharpen);
144+
sheet.properties.SetFloat(ShaderIDs.Sharpness, sharpness);
145145
sheet.properties.SetVector(ShaderIDs.FinalBlendParameters, new Vector4(stationaryBlending, motionBlending, kMotionAmplification, 0f));
146146
sheet.properties.SetTexture(ShaderIDs.HistoryTex, historyRead);
147147

PostProcessing/Runtime/Utils/ShaderIDs.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -8,7 +8,7 @@ static class ShaderIDs
88
internal static readonly int MainTex = Shader.PropertyToID("_MainTex");
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1010
internal static readonly int Jitter = Shader.PropertyToID("_Jitter");
11-
internal static readonly int SharpenParameters = Shader.PropertyToID("_SharpenParameters");
11+
internal static readonly int Sharpness = Shader.PropertyToID("_Sharpness");
1212
internal static readonly int FinalBlendParameters = Shader.PropertyToID("_FinalBlendParameters");
1313
internal static readonly int HistoryTex = Shader.PropertyToID("_HistoryTex");
1414

PostProcessing/Shaders/Builtins/TemporalAntialiasing.shader

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -24,7 +24,7 @@ Shader "Hidden/PostProcessing/TemporalAntialiasing"
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2525
float2 _Jitter;
2626
float4 _FinalBlendParameters; // x: static, y: dynamic, z: motion amplification
27-
float _SharpenParameters;
27+
float _Sharpness;
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float2 GetClosestFragment(float2 uv)
3030
{
@@ -85,7 +85,7 @@ Shader "Hidden/PostProcessing/TemporalAntialiasing"
8585
float4 corners = 4.0 * (topLeft + bottomRight) - 2.0 * color;
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// Sharpen output
88-
color += (color - (corners * 0.166667)) * 2.718282 * _SharpenParameters;
88+
color += (color - (corners * 0.166667)) * 2.718282 * _Sharpness;
8989
color = max(0.0, color);
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9191
// Tonemap color and history samples

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