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 } } }