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{ |
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// If TAA is enabled projMatrix will hold a jittered projection matrix. The original,
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// non-jittered projection matrix can be accessed via nonJitteredProjMatrix.
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bool taaEnabled = Application.isPlaying && CoreUtils.IsTemporalAntialiasingActive(postProcessLayer); |
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bool taaEnabled = Application.isPlaying && camera.cameraType == CameraType.Game && |
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CoreUtils.IsTemporalAntialiasingActive(postProcessLayer); |
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var nonJitteredCameraProj = camera.projectionMatrix; |
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var cameraProj = taaEnabled |
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