TAA_Unity_URP
LightPLU
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TAA_Unity_URP | LightPLU | |
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2 | 1 | |
458 | 22 | |
- | - | |
0.0 | 4.6 | |
almost 2 years ago | 11 months ago | |
C# | C# | |
MIT License | MIT License |
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TAA_Unity_URP
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How do I smooth out the dither effect?
Which render pipeline are you using? It might not be in URP yet, but you can find implementations on GitHub or the Asset Store. HDRP should definitely have it built in, and for legacy RP you probably need to download the post processing package.
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A slightly broken TAA implementation I found on github
github: https://github.com/sienaiwun/TAA_Unity_URP
LightPLU
What are some alternatives?
URP-LWRP-Shaders - A Collection of Shader For URP(LWRP) Render Pipeline
GiLight2D - ⚪ Experimental ✨ 2D Raytracing for Unity Urp
URP-PSX - PSX retro graphics plugin for URP with Shadergraph in Unity
VertexAnimation - Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
URP_BlitRenderFeature - Blit Render Feature for Universal RP's Forward Renderer. Set specific source/destination via camera source, ID string or RenderTexture asset. Also options for _InverseView matrix and _CameraNormalsTexture generation.
PostProcessingURP - A collection of post processing effects for unity URP
ReDeferredLightsFeature_URP - Deferred lights feature for the URP pipeline in the Unity Game Engine
TrueTrace-Unity-Pathtracer - A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others