Comments (1)
Okay, i am getting the same error in master
branch. Try it out on branch demo-delta
. In there at Scenes/demo
it uses other implementation of TAA.
The clouds are rendered using ray marching method. And in order to reduce sample count per ray, the starting position is random each frame for each rendered pixel. The resulting clouds are noisy.
Temporal Anti Aliasing is used to remove noise. The Playdead/Post/TemporalReprojection
is Playdead's implementation of TAA. That I used initially https://github.com/playdeadgames/temporal
The Playdead/Post/TemporalReprojection
is broken beyond Unity 2019.
I will update master branch also to use new TAA.
from volumetric-clouds.
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from volumetric-clouds.