Enable TAA by default in example

This commit is contained in:
Marco Buono 2023-04-26 00:31:55 -03:00
parent 5f2516d974
commit 8d39b8a760

View File

@ -18,7 +18,12 @@
use std::f32::consts::PI;
use bevy::{
core_pipeline::{bloom::BloomSettings, prepass::DepthPrepass, tonemapping::Tonemapping},
core_pipeline::{
bloom::BloomSettings,
experimental::taa::{TemporalAntiAliasBundle, TemporalAntiAliasPlugin},
prepass::DepthPrepass,
tonemapping::Tonemapping,
},
pbr::{NotShadowCaster, NotTransmittedShadowReceiver, PointLightShadowMap},
prelude::*,
render::view::ColorGrading,
@ -34,15 +39,13 @@ fn main() {
brightness: 0.0,
..default()
})
// *Note:* TAA is not _required_ for specular transmission, but
// it _greatly enhances_ the look of the resulting blur effects
.insert_resource(Msaa::Off)
.add_plugin(TemporalAntiAliasPlugin)
.add_systems(Startup, setup)
.add_systems(Update, (example_control_system, flicker_system));
// Unfortunately, MSAA and HDR are not supported simultaneously under WebGL.
// Since this example uses HDR, we must disable MSAA for WASM builds, at least
// until WebGPU is ready and no longer behind a feature flag in Web browsers.
#[cfg(target_arch = "wasm32")]
app.insert_resource(Msaa::Off);
app.run();
}
@ -344,7 +347,7 @@ fn setup(
tonemapping: Tonemapping::TonyMcMapface,
..default()
},
DepthPrepass,
TemporalAntiAliasBundle::default(),
EnvironmentMapLight {
diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),