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author | jfons <joan.fonssanchez@gmail.com> | 2022-04-04 16:10:22 +0200 |
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committer | jfons <joan.fonssanchez@gmail.com> | 2022-06-07 13:14:44 +0200 |
commit | ba832d83b2dafcdbb79b93b1e97fd518c12b97bf (patch) | |
tree | a105978a20ea3f2ec4edd53691f7664c0562c1d8 /doc/classes/ProjectSettings.xml | |
parent | 36bd26dc75465d0b64441113bc4055b2cd06b516 (diff) |
Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.
Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 98205e0e16..0293769a1f 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1584,6 +1584,10 @@ </member> <member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false"> </member> + <member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false"> + Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. + [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts. + </member> <member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25"> </member> <member name="rendering/anti_aliasing/screen_space_roughness_limiter/enabled" type="bool" setter="" getter="" default="true"> |