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TAA.shader
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Shader "Hidden/Post FX/Temporal Anti-aliasing"
{
Properties
{
_MainTex("", 2D) = "black"
}
SubShader
{
Cull Off ZWrite Off ZTest Always
// Perspective
Pass
{
CGPROGRAM
#pragma target 5.0
#pragma vertex VertSolver
#pragma fragment FragSolver
#include "TAA.cginc"
ENDCG
}
// Ortho
Pass
{
CGPROGRAM
#pragma target 5.0
#pragma vertex VertSolver
#pragma fragment FragSolver
#define TAA_DILATE_MOTION_VECTOR_SAMPLE 0
#include "TAA.cginc"
ENDCG
}
// Alpha Clear
Pass
{
CGPROGRAM
#pragma target 5.0
#pragma vertex VertDefault
#pragma fragment FragAlphaClear
#include "TAA.cginc"
ENDCG
}
}
SubShader
{
Cull Off ZWrite Off ZTest Always
// Perspective
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex VertSolver
#pragma fragment FragSolver
#include "TAA.cginc"
ENDCG
}
// Ortho
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex VertSolver
#pragma fragment FragSolver
#define TAA_DILATE_MOTION_VECTOR_SAMPLE 0
#include "TAA.cginc"
ENDCG
}
// Alpha Clear
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex VertDefault
#pragma fragment FragAlphaClear
#include "TAA.cginc"
ENDCG
}
}
}