Hello, im using the HDRP but the temporal antialiasing cant be customized anymore or im missing somethink?
because atually the TAA is a bit to smooth/blurry for me
No, it cannot be customised any more. Having said this, it’s important to view the effect at the intended resolution. Most people judge from the editor window, is which is usually less than a modern phone.
Ok thank you, i will try to see a build then to judge better may be im wrong also.
After testing, i have same quality of the editor
That pretty bad because i was likig the fact of been able to reduice those blur with the TAA now its just to blurry
TAA
MSAA High Setting
FXAA
And the other antialiasing are to much jittering (even more with reflection)and aliased
Why the hell is customization disabled. What idiot came up with that idea… Now we have a mandatory sharpening filter when taa is enabled… Not to mention every use case is different.
I tried the antialising and on leaf textures it just blurs everything out, looks awful.
Report the version of unity and HDRP and a screenshot if need be. Also try with and without motion blur, see if help can be found.
You can still manually modify the TAA shader, but you need to make a local copy of HDRP package for this. See the shader defines at the top of the shader:
https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/7.0.1/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl
0n 7.0.1 HDRP it has these controls which you can alter:
#define HDR_MAPUNMAP 1
#define CLIP_AABB 1
#define RADIUS 0.75
#define FEEDBACK_MIN 0.96
#define FEEDBACK_MAX 0.91
#define SHARPEN 1
#define SHARPEN_STRENGTH 0.6
if you don’t like sharpen just change that value to 0, or reduce the strength if you still want some. You can tweak feedback min and max if you want to reduce the TAA in motion (if it ghosts badly).
I’ve had conversation with Unity staff before on this topic and conclusion was that these settings are hidden on purpose. I strongly disagree but this is what you get (you can still change them, it’s just not as convenient as it used it be.
It makes sense. Everyone’s project is the same and TAA has no known visual issues to deal with, so letting people tweak values would just allow people to make mistakes.
Seriously. Unity needs to open up their post processing to asset store creators.
Unity is going to expose HDRP’s TAA sharpen control on future releases (2020.1 and 2019.3): https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/4666
Did we ever discover WHY they hid them though? it just seems bizarre.
The official reason I read was they didn’t want people to use bad settings (which is surprisingly easy to achieve with TAA).
It’s not bizarre - exposing everything in inspector is a recipe for bad editor design and leads to tinker-itis, which Unity’s found is a culprit for a lot of bug reports and a lot of ugly graphics.
However I believe they ought to at least expose everything possible via script so if we wanted to tweak we could without having to roll eyes, duplicate code and recode it…
I want to take screenshots of my game but now there is aliasing everywhere and I can’t get rid of it… -_-
Yeah “bizarre” is the wrong word choice, what i meant was “incomprehensible and hostile approach to feature development”
If they don’t want us tweaking things, then they’d better have the most artifact free TAA in the history of TAA and it’s not really there yet.
I think its a horrible idea to base a feature being built in one of their SRPs upon the thought process of “they can roll their own SRP to change it anyway”. That really just leads to poor design choices of the actual feature for the end-users who have to use it. I can’t imagine building something for my boss and telling him “you can always hire someone to change it, and I’ll get less bug reports this way”. I don’t doubt it made sense for UT as a company, however, it clearly was not a decision properly made with the end-user in mind. If tinkering is really causing that much of a problem … just put it somewhere less accessible with a warning message box of “Hey, the defaults are really what you should use, only change this if you know what you are doing!” and have a reset to default button if they mess it up. If you really want to make it blatantly obnoxious, put a checkbox that launches a popup with an okay button asking if you really want to change the default settings … that ugliness is STILL better than not allowing them to be changed unless we do SRP stuff. Its really not that hard to give control over it, AND flag to the end-user that its a risky thing to change, AND give them an easy way to restore the defaults.
The way it was done either wasn’t thought out very well, or it was thought out very well, just not with the end-user as the target of the decision.
Either way its a problem. Mistakes are fine, and sometimes things really seem like a great idea until some time passes, but yeah … its still a bizarre decision if you want to give your end-user the best tool possible :).
Yeah thankfully they’re exposing more than ever.
Is there any insight of why the temporal AA effect resets after i disable and re enable a camera rendering to a rendertexture that has it ?
This creates black artifacts upon each initialize of the filter, is it possible to keep the state when camera is disabled and resume with next frame when reenabled ?
And +10000 to adding tweaking options to the filter, or the whole filter outside hdrp for full control.
There are bunch of improvements (including more values to tweak) on this WIP branch for TAA:
https://github.com/Unity-Technologies/ScriptableRenderPipeline/tree/HDRP/TAA
Any idea if (a) it actually makes TAA not have trails/blurryness and (b) when thats planned on getting merged in some day?