Closed JonnyOThan closed 4 months ago
Can you just use tufx's taa in that case?
Yes, and that's what I do, but this was reported as a bug in the tufx forum thread. I might take a look if I get tired of VR stuff.
Ok well two things come to mind: the textures scatterer uses as flip flop buffers for TAA may not be 16bit (not sure about this I may have a switch for this), and the order operations are done may be so that the screen copy is done before bloom is applied, then antialiased results are copied to the screen after bloom is applied, removing it. I haven't checked to confirm these ideas.
My hunch is the first thing: a render target somewhere isn't being created as HDR when necessary. If I enable scatterer's TAA and turn the bloom threshold way down, the bloom still functions.
It appears to be the case https://github.com/LGhassen/Scatterer/blob/master/scatterer/Effects/AntiAliasing/TemporalAntiAliasing.cs#L162
Jus add an if(camera.hdr) and change argb32 to argbhalf in that case.
And btw you didn't have issues with taa in vr?
Good question, I'm pretty sure I'm only using TUFX's version of TAA which supports multiple eyes. For reference: https://github.com/LGhassen/Scatterer/blob/3124f0cbaa051d77bdfb548bcc2ee054f8b36411/scatterer/Effects/AntiAliasing/TemporalAntiAliasing.cs#L28 vs https://github.com/shadowmage45/TUFX/blob/db7c97f8dd00968a954c92a29e1677100a1c3ab9/Plugin/TUFX/PostProcessing/Effects/TemporalAntialiasing.cs#L73
Yeah VR was the last thing on my mind when I adapted this 😅
When scatterer's TAA is enabled, HDR in TUFX is much less effective:
Scatterer not installed; HDR & Bloom on:
Scatterer installed, TAA off, HDR & Bloom on:
Scatterer installed, TAA on (default), HDR & Bloom on: