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Commits on Mar 15, 2018
Commits on Aug 16, 2017
Commits on Jul 11, 2017
Commits on Apr 27, 2017
Commits on Apr 20, 2017
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Merge pull request #160 from Unity-Technologies/fxaa-alpha
Force alpha to 1 after FXAA
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FXAA stores luma info in alpha, when rendering to a RT used as a texture in UI it messes up everything.
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Commits on Apr 19, 2017
Commits on Apr 11, 2017
Commits on Apr 10, 2017
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Merge pull request #138 from keijiro/dof-taa-improvements
New temporal filter for DoF
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Merge pull request #143 from Yasei-no-otoko/avoid-gc
Avoid GC allocate in ColorGrading GetCurveTexture
Commits on Apr 7, 2017
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haruto.watanabe committed
Apr 7, 2017 -
Avoid using R8 texture format on OSX with Metal.
This is a workaround for issue #896121 https://goo.gl/MgKqu6
Commits on Apr 5, 2017
Commits on Apr 4, 2017
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Fixed DoF-CA integration issue.
Changed to resample CoC values inside the chromatic aberration loop when CA is enabled.
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This commit includes major improvements to the temporal filter for DoF. See the following document for details on the improvements. https://goo.gl/3Rpxcz This commit also includes changes to the other components. **Changes to the TAA component** - Added `jitterVector` property to share the current jitter vector with DoF. **Changes to the Uber shader** - Changed to use a full-resolution CoC buffer to blend DoF results in the Uber pass. This is needed to eliminate seams and aliasing caused by integration with TAA. This also improves the quality even when TAA is disabled. **Changes to Common.cginc** - Added `SEPARATE_TEXTURE_SAMPLER` macro that controls how MainTex is to be declared (sampler2D or separate texture/sampler). The following is a brief list of the changes on the DoF component. - Implemented a temporal reprojection filter for the CoC history buffer. It's a simplified variant of the TAA filter and tailored to have nearly-identical characteristics with a less cost. - Changed to use R8 render textures for storing CoC values instead of RHalf. This is needed to compensate performance loss due to increase of the memory and bandwidth usage. - Optimized with using the texture gather functions on Shader Model 5. - Optimized the post blur filter. The sample count was reduced from 9 to 4 without losing quality.
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Commits on Apr 3, 2017
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Merge pull request #135 from Unity-Technologies/uber-debug-variant-first
Uber shader checks debug variant first.
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