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Very cool work! #3

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thecrazy opened this issue Oct 2, 2020 · 1 comment
Open

Very cool work! #3

thecrazy opened this issue Oct 2, 2020 · 1 comment
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@thecrazy
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thecrazy commented Oct 2, 2020

I was wondering, do you also get an error in Unity 2020 about a missing shader?

EffectBase.EnsureMaterial() complains about the shader being null.

From the trace I seems to refer to Playdead/Post/TemporalReprojection

But I can't find what's wrong and I do see clouds.

Tested it on a fresh/empty project.

@jaagupku jaagupku self-assigned this Oct 8, 2020
@jaagupku
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jaagupku commented Oct 8, 2020

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.

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