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Feature Request Temporal Anti-aliasing for URP

Discussion in 'Universal Render Pipeline' started by PutridEx, Aug 6, 2021.

  1. PutridEx

    PutridEx

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    I assume it's already planned since we now have motion vectors but that's just my guess. Would love to hear something on this. A good TAA implementation nowadays is a necessity. SMAA is really nice but for most projects is inferior to a good TAA, and I feel SMAA is more project dependant.
     
    Last edited: Aug 6, 2021
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  2. xgonzal2

    xgonzal2

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    I don't know if this will stop them for now but URP currently has no built in way of having render textures persist longer than one frame which they obviously will need for TAA. Of course, they could just use a RenderTexture object which is how I've added TAA support to my version of URP. I know they had a branch a while back to move URP from RenderTargetHandle to RTHandle like HDRP uses which would solve this problem and open the door for DRS too but not sure how that's going or if they are waiting to finish that before doing TAA.
     
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  3. PutridEx

    PutridEx

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    Currently in-progress on the roadmap, but the 2022 beta is out and it's not there.
    Is it not coming to 2022? Can we get any update on TAA progress? 2022? 2023?
     
  4. WildStyle69

    WildStyle69

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    Any news Unity - this missing TAA feature is a big hole, can you fill it?

    // Wildstyle
     
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  5. PutridEx

    PutridEx

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    It's planned for release in 2023.
     
    Last edited: Nov 24, 2022
  6. bluescrn

    bluescrn

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    There's a URP TAA package on the store that seems pretty good. (I've only used it in 2021.x though, looks like it may not have been updated for the 2022 changes related to rendertargets/blitting)

    But Unity really need to make antialisaing, upscaling, and ideally the entire postprocessing system independent of the render pipeline, so URP doesn't remain so left behind in the future. There's no good reason for some of these features to be 'locked to HDRP'.
     
  7. Onigiri

    Onigiri

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    Already in 2023 alpha if anyone want to test it
    upload_2022-11-25_0-12-11.png
     
  8. wwWwwwW1

    wwWwwwW1

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    I tried the URP TAA in 2023.1.a20 and found that there's no object motion vectors (camera only), so hoping that it will appear in a21.

    I think the AA looks better when the TAA quality is set to "High" (rather than "Very High").

    Edited: the flickering is very obvious even under "Very High" settings.​

    By the way, it seems that forward(and fwd+) additional lights are broken in 2023.1.a20.
     
    Last edited: Nov 25, 2022
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  9. Onigiri

    Onigiri

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    Object motion vectors are there, it's the motion blur effect that supports only camera motion right now.
     
  10. wwWwwwW1

    wwWwwwW1

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    There's still no motion vector pass in Lit shader (2023.1.a20), which means that all object motions can only be generated by another shader.

    This is acceptable if there's no custom vertex animation, alpha clipping, geometry and tessellation shaders.

    There's no doubt that "motion vectors" pass will appear in URP Lit shader, but it's not there now.
     
  11. bluescrn

    bluescrn

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    There's no "LightMode"="MotionVectors" pass in the default lit shader, but it does seem to have support for such a pass, as I discovered when trying to figure out how to get object motion vectors with Graphics.RenderMeshInstanced()
     
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  12. fendercodes

    fendercodes

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    Would TAA be backported to 2022.2 beta?
     
  13. Onigiri

    Onigiri

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    I don't think so. They backport only fixes usually
     
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  14. fleity

    fleity

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  15. fendercodes

    fendercodes

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  16. fendercodes

    fendercodes

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  17. PutridEx

    PutridEx

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  18. fendercodes

    fendercodes

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    Don't crush my dreams :(
     
  19. AljoshaD

    AljoshaD

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    Dreams come true! TAA for URP has been backported to 2022.2 and might already be available in the latest patch version. If not, it will be in the next.
     
  20. fendercodes

    fendercodes

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    That's awesome! But 2022.2.1f1 just came out today and I don't see TAA in there.
     
  21. Onigiri

    Onigiri

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  22. fendercodes

    fendercodes

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    The comment from @AljoshaD was after 2022.2.0 came out and before 2022.2.1. So did he mean the next one after the next one?
     
  23. Onigiri

    Onigiri

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    so it's 2022.2.f1
    2022.2.f2
     
  24. fendercodes

    fendercodes

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    No, "latest patch" means the one that's already released. Doesn't matter, just a language issue. It's not out yet, that is all.