[ ] Extra input filter to improve sharpness (Blackman-Harris or Mitchell-Netravali)
[ ] Flicker reduction
[ ] Investigate YCbCr vs YCoCg
[ ] Investigate whether variance(clipping) is necessary in YCoCg, vs just min/max clamp or clip
[ ] Consider moving TAA to be after the opaque pass, but before the transparent pass.
Performance
[ ] Use a uniform buffer for reset instead of shader defs
[ ] Move TAA to a compute shader instead of a fragment shader (threads can collaborate to load history and other textures into workgroup shared memory)
[ ] Double buffer mesh/view transform uniforms, rather than writing new buffers for the past-frame's values each frame
TAA got merged in https://github.com/bevyengine/bevy/pull/7291, but there's a couple of things we could do better.
Compatibility
Quality
Performance