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This is a work in progress Reshade shader, which acts as an addon to other, non-temporal anti-aliasing methods.
It adds a Temporal filter component similar to the ones found in SMAA (1Tx, Filmic SMAA T2x), TAAU, most otherwise unamed TAA implementations and even FSR2.
It requires Marty McFly's LAUNCHPAD.fx .
0.1
Initial release; a lot of stuff was broken or not working at all.
0.2
Variance clamping was implemented.
Finished implementing features present in the UI but did nothing at all in 0.1.
Fixed a lot of bugs.
Optimized some stuff.
1.0
New shader that is both simpler and looks cleaner, in my opinion.
Reworked most parts of the code in some way.
Removed some features that were never finished or not useful.
Made the UI much more user-friendly.
Added comments and docstrings to make it usable by other devs.
This effect is only one file now for convenience.
1.1
Reordered blending and clamping to be done in the order they are applied in all SOTA methods.
This dramatically improves the temporal stability of the effect, but also causes a bit more blur.
Reworked the adaptive sharpening to adjust more accurately to the temporal blur caused by the filter.
Readded dilated motion vector sampling.
This reduces artifacts around edges on moving objects.
Reduced samples used in the sharpening pass to enhance performance; you should not notice a difference.
1.1.1
Reworked the adaptive sharpening and blending weight calculation to use less magic numbers and be more intuitive and look cleaner.
Removed UI elements that were accidentally left in the shader.
1.1.2
Optimized performance. Now ~ 0.4ms in 4k on a RTX 2070. Before it was ~ 0.6ms.
Simplified some of the code to make future updates easier.
Fixed some bugs.
Install the current Reshade build.
Drag the TFAA.fx file into your reshade-shaders/Shaders folder.
Install https://github.com/martymcmodding/iMMERSE/blob/main/Shaders/MartysMods_LAUNCHPAD.fx .
Ingame make sure the depth buffer is detected correctly by using the DisplayDepth.fx.
Set the global preprocessor sttings for the depth buffer to match the ones in DisplayDepth.fx.
Order in Reshade should be ANTIALIASING (SMAA or! CMAA2 or! FXAA) -> LAUNCHPAD -> Any GI/AO/SSR Shaders -> TFAA -> COLOR CORRECTION -> ANYTHING ELSE
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This is a work in progress Reshade shader, which acts as an addon to other, non temporal, anti aliasing methods.
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