playdeadgames / temporal

Temporal Reprojection Anti-Aliasing for Unity 5.0+
MIT License
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Unity 5.4b16 Native Motion Vector usage #5

Open ArieLeo opened 8 years ago

ArieLeo commented 8 years ago

Is this effect already using unity native motion vector or still using custom one?

Xerxes1138 commented 8 years ago

From what I've seen it use a custom one.

Works great so far for me.

pointcache commented 8 years ago

Guys please make it work with native unity vectors!

Invertex commented 8 years ago

Agreed, it would be great to have it adjusted to work with Unity's built-in vectors now, which are automatically enabled for objects, and I'm sure they probably are generated a lot more efficiently since it's internal functionality.

But also, PlayDead aren't selling this so they don't have much obligation, so maybe someone else will get around to it!

The TAA effect that's currently in a branch of the CinematicEffects bitbucket is decent, but still not to the level of quality this asset is, more noticeable jitter and doesn't handle further away edges as well. But I'm sure it will improve with time guys!

Xerxes1138 commented 8 years ago

I've jsut added Motion Vector support for one of my effect so far it works great. So I think I can make it work for this too.

EDIT : One problem though is that the motion vector is affected by the Frustum Jitter.