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TAA docs update (#132)
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* update docs

* pr review

* Added indentation as dashed
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FrancescoC-unity committed Apr 21, 2020
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Expand Up @@ -27,6 +27,12 @@ The HDRP Camera shares many properties with the [Standard Unity Camera](https://
| **Clipping Planes** | Set the distances from the Camera at which Unity uses it to start and stop rendering GameObjects.<br />&#8226; **Near**: The distance from the Camera at which Unity begins to use it to draw GameObjects. The Camera does not render anything that is closer to it than this distance.<br />&#8226; **Far**: The distance from the Camera at which Unity ceases to use it to draw GameObjects. The Camera does not render anything that is further away from it than this distance. |
| **Anti-aliasing** | Use the drop-down to select the method that this Camera uses for post-process anti-aliasing. A Camera can still use [multisample anti-aliasing (MSAA)](Anti-Aliasing.html#MSAA), which is a hardware feature, at the same time as post-process anti-aliasing. To control post-process anti-aliasing, use the [Frame Settings](Frame-Settings.html).<br />&#8226; **No Anti-aliasing**: This Camera can process MSAA but does not process any post-process anti-aliasing. <br/>&#8226; **Fast Approximate Anti-aliasing (FXAA)**: Smooths edges on a per-pixel level. This is the least resource intensive anti-aliasing technique in HDRP.<br />&#8226; **Temporal Anti-aliasing (TAA)**: Uses frames from a history buffer to smooth edges more effectively than fast approximate anti-aliasing.<br />&#8226; **Subpixel Morphological Anti-aliasing (SMAA)**: Finds patterns in borders of the image and blends the pixels on these borders according to the pattern. |
| **SMAA Quality Preset** | Use the drop-down to select the quality of SMAA. The difference in resource intensity is fairly small between **Low** and **High**.<br />&#8226; **Low**: The lowest SMAA quality. This is the least resource-intensive option.<br />&#8226; **Medium**: A good balance between SMAA quality and resource intensity.<br />&#8226; **High**: The highest SMAA quality. This is the most resource-intensive option.This property only appears when you select **Subpixel Morphological Anti-aliasing (SMAA)** from the **Anti-aliasing** drop-down. |
| **TAA Quality Preset** | The quality level of TAA. Note that, depending on your content, the default settings for higher presets are not guaranteed to produce better results than lower presets. However, the higher the preset, the more options are available to you and thus the more able you are to adapt the anti-aliasing to your content. |
| **- TAA Sharpen Strength** | The intensity of the sharpening filter that Unity applies to the result of TAA. This helps to reduce the potentially soft look that TAA can produce. Be aware that high values can cause ringing issues (dark lines along the edges of geometry). |
| **- TAA History Sharpening** | This strength of the history sharpening effect. When the value is above 0, Unity samples the history buffer with a bicubic filter that sharpens the result of TAA. This helps to produce a sharper image during motion. Be aware that high values can cause ringing issues (dark lines along the edges of geometry).Note that if you set this value to 0, it increases the performance of TAA because Unity simplifies the history buffer sampling. <br/>This property is only visible when **TAA Quality Preset** is set to a value above **Low**. |
| **- TAA Anti-flickering** | The strength of TAA's anti-flickering effort. Increasing this value may reduce some cases of flickering. However, increasing this value also brings the risk of [ghosting](Glossary.md#Ghosting) or [disocclusion](Glossary.md#Disocclusion) artifacts. <br />This property is only visible when **TAA Quality Preset** is set to a value above **Low**. |
| **- TAA Speed rejection** | Controls the threshold at which Unity rejects history buffer contribution for TAA. Increasing this value can help to remove ghosting artifacts because Unity rejects history buffer contribution when a GameObject's current speed and reprojected speed history are very different. While this can be effective in reducing ghosting, it might also reintroduce some aliasing for fast-moving GameObject.<br/>Note that if you set this value to 0, it increases the performance of TAA because Unity does not process speed rejection.<br />This property is only visible when **TAA Quality Preset** is set to **High**. |
| **- TAA Anti-ringing** | Enable this option to reduce the ringing artifacts caused by high history sharpening values. Be aware that enabling this slightly reduces the effect of the history sharpening.<br /> This property is only visible when **TAA Quality Preset** is set to **High**. |
| **Dithering** | Enable the checkbox to apply 8-bit dithering to the final render. This can help reduce banding on wide gradients and low light areas. |
| **Stop NaNs** | Enable the checkbox to make this Camera replace values that are not a number (NaN) with a black pixel. This stops certain effects from breaking, but is a resource-intensive process. Only enable this feature if you experience NaN issues that you can not fix. |
| **Allow Dynamic Resolution** | Enable the checkbox to make this Camera support dynamic resolution for buffers linked to it. |
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