Closed shiftyscales closed 4 years ago
Hmm... We could get that package and integrate it for now, but the fact that it doesn't support URP is a bit tricky. However URP also doesn't have full support for Deferred as far as I know and the need for it is negated a bit, because it renders multiple lights in a single pass (I think 8 last time I checked), so it could use MSAA instead.
We're not switching to it anytime soon anyways, so this could be a good holdover anyways. I'll talk with Karel and see if we can get the package, hopefully it's mostly drag and drop into the post processing stack.
Also one benefit seems that it also eliminates aliasing from specular highlights, which is something that traditional antialiasing doesn't really deal with (and that's something that was often the cause of aliasing in the examples shown before).
This is super exciting! I really hope this goes through, I can't wait to have my eyes be blessed by the grace of proper AA.
Added optional support in 2020.8.5.1178.
-- To enable, pass the -CTAA argument on command line, otherwise FXAA is used -- You can also override the default settings with following parameters: --- -CTAATemporalEdgePower <number from 1.0 to 4.0> - default 1.0 --- -CTAASharpnessEnabled <True/False> - default True --- -CTAAAdaptiveSharpness <number from 0.0 to 0.5> - default 0.1
Requested by Enverex, and Cyro, CTAA for Unity is a temporal anti-aliasing solution available that if integrated could provide a high speed, and high quality anti-aliasing option for our current rendering pipeline. https://assetstore.unity.com/packages/vfx/shaders/ctaa-nxt-v2-cinematic-temporal-anti-aliasing-153092
Reportedly, it is available on the current deferred rendering pipeline, as well as various VR rendering methods including single-pass stereo rendering.
Notably- in reading documentation, and reviews, it sounds as though this plugin is not currently compatible with the Universal Rendering Pipeline (URP) which makes it incompatible with #335. From a reply they made to a review as of four months ago:
The license itself is relatively inexpensive, so this could be an interesting plugin to look into for lack of a good fast, and high quality AA option on the deferred rendering pipeline with a caveat that it would block updating to the URP/scriptable rendering pipeline until the developers, and Unity finish work to enable its support.