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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute
@@ -3079,7 +3083,7 @@ TextureHandle DepthOfFieldPass(RenderGraph renderGraph, HDCamera hdCamera, Textu
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// When physically based DoF is enabled, TAA runs two times, first to stabilize the color buffer before DoF and then after DoF to accumulate more aperture samples
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