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Use new texcoordStereo in TAA shader
1 parent e0aac40 commit c8ad0af

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Lines changed: 4 additions & 8 deletions

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PostProcessing/Shaders/Builtins/TemporalAntialiasing.shader

Lines changed: 4 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -128,20 +128,16 @@ Shader "Hidden/PostProcessing/TemporalAntialiasing"
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OutputSolver FragSolverDilate(VaryingsDefault i)
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{
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float2 adjustedTexCoord = UnityStereoTransformScreenSpaceTex(i.texcoord);
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float2 closest = GetClosestFragment(adjustedTexCoord);
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float2 closest = GetClosestFragment(i.texcoordStereo);
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float2 motion = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, closest).xy;
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return Solve(motion, adjustedTexCoord);
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return Solve(motion, i.texcoordStereo);
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}
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OutputSolver FragSolverNoDilate(VaryingsDefault i)
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{
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float2 adjustedTexCoord = UnityStereoTransformScreenSpaceTex(i.texcoord);
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// Don't dilate in ortho !
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float2 motion = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, adjustedTexCoord).xy;
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return Solve(motion, adjustedTexCoord);
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float2 motion = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, i.texcoordStereo).xy;
140+
return Solve(motion, i.texcoordStereo);
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}
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ENDHLSL

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