
The first 4 commits are designed to be reviewed independently. - Mark TAA non-experimental now that motion vectors are written for skinned and morphed meshes, along with skyboxes, and add it to DefaultPlugins - Adjust halton sequence to match what DLSS is going to use, doesn't really affect anything, but may as well - Make MipBias a required component on TAA instead of inserting it in the render world - Remove MipBias, TemporalJitter, RenderLayers, etc from the render world if they're removed from the main world (fixes a retained render world bug) - Remove TAA components from the render world properly if TemporalAntiAliasing is removed from the main world (fixes a retained render world bug) - extract_taa_settings() now has to query over `Option<&mut TemporalAntiAliasing>`, which will match every single camera, in order to cover cameras that had TemporalAntiAliasing removed this frame. This kind of sucks, but I can't think of anything better. - We probably have the same bug with every other rendering feature component we have. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
373 B
373 B
title | pull_requests | |
---|---|---|
TAA is no longer experimental |
|
TAA is no longer experimental.
TemporalAntiAliasPlugin
no longer needs to be added to your app to use TAA. It is now part of DefaultPlugins/AntiAliasingPlugin.
TemporalAntiAliasing
now uses MipBias
as a required component in the main world, instead of overriding it manually in the render world.