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I think we're onto something here. Looks like it's an AO issue caused specifically on 5.5. I myself am running a later version internally from...
Try these settings for a change: Spread: 0.92 Stationary blending: 0.88 Motion blending: 0.58 Sharpen: 0.3 Also, I noticed you have MSAA on,...
Hey again! Yes, I get completely different results. Here's what I get with no antialiasing: [IMG] Here's what I get with SMAA: [IMG] And here's...
Hey dadude123, I downloaded the scene, and I couldn't reproduce your problem. I noticed that the blending factors for TAA are both 1 and tweaked...
It's not.
Hey there, Unity's TAA is not based off of Playdead's implementation. In fact our current one on the stack is our own original research. That...
Hi there! I am afraid this is actually the case. It's very hard to tell what's going on in this scene from the video and the screenshots you...
Hey there, Could you guys explain a little better what's going on? What's your setup like? Any repros? Cheers :)
Hi, would it be possible for you to explain what's the problem in detail? What have you tried so far? What steps you took, and how did they not...
Hi, FXAA in SPR is already supported in our recently released Post-processing Stack. SMAA on the other hand is not in the plans, and remains as...
A really nice fog effect is currently being worked on. So, it's on our roadmap and currently, actively in the making.
Hi, we were just discussing about this here and would it be possible for you to better explain how are you really setting up your post-processing...