Temporal Anti-aliasing for URP

I assume it’s already planned since we now have motion vectors but that’s just my guess. Would love to hear something on this. A good TAA implementation nowadays is a necessity. SMAA is really nice but for most projects is inferior to a good TAA, and I feel SMAA is more project dependant.

I don’t know if this will stop them for now but URP currently has no built in way of having render textures persist longer than one frame which they obviously will need for TAA. Of course, they could just use a RenderTexture object which is how I’ve added TAA support to my version of URP. I know they had a branch a while back to move URP from RenderTargetHandle to RTHandle like HDRP uses which would solve this problem and open the door for DRS too but not sure how that’s going or if they are waiting to finish that before doing TAA.

Currently in-progress on the roadmap, but the 2022 beta is out and it’s not there.
Is it not coming to 2022? Can we get any update on TAA progress? 2022? 2023?

Any news Unity - this missing TAA feature is a big hole, can you fill it?

// Wildstyle

It’s planned for release in 2023.

There’s a URP TAA package on the store that seems pretty good. (I’ve only used it in 2021.x though, looks like it may not have been updated for the 2022 changes related to rendertargets/blitting)

But Unity really need to make antialisaing, upscaling, and ideally the entire postprocessing system independent of the render pipeline, so URP doesn’t remain so left behind in the future. There’s no good reason for some of these features to be ‘locked to HDRP’.

Already in 2023 alpha if anyone want to test it
8612283--1156074--upload_2022-11-25_0-12-11.png

I tried the URP TAA in 2023.1.a20 and found that there’s no object motion vectors (camera only), so hoping that it will appear in a21.

I think the AA looks better when the TAA quality is set to “High” (rather than “Very High”).

Edited: the flickering is very obvious even under “Very High” settings.

By the way, it seems that forward(and fwd+) additional lights are broken in 2023.1.a20.

Object motion vectors are there, it’s the motion blur effect that supports only camera motion right now.

There’s still no motion vector pass in Lit shader (2023.1.a20), which means that all object motions can only be generated by another shader.

This is acceptable if there’s no custom vertex animation, alpha clipping, geometry and tessellation shaders.

There’s no doubt that “motion vectors” pass will appear in URP Lit shader, but it’s not there now.

There’s no “LightMode”=“MotionVectors” pass in the default lit shader, but it does seem to have support for such a pass , as I discovered when trying to figure out how to get object motion vectors with Graphics.RenderMeshInstanced()

Would TAA be backported to 2022.2 beta?

I don’t think so. They backport only fixes usually

used this in the past, actually worked pretty well

I believe that’s not working in more recent versions of Unity or in XR.

Someone from Unity said they’re considering backporting it from 2023…

I think you misunderstood, they are considering backporting the new sharpening quality options for HDRP, not backporting TAA as a feature to URP 2022.

Don’t crush my dreams :frowning:

Dreams come true! TAA for URP has been backported to 2022.2 and might already be available in the latest patch version. If not, it will be in the next.

That’s awesome! But 2022.2.1f1 just came out today and I don’t see TAA in there.