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Okay, i am getting the same error in master branch. Try it out on branch demo-delta. In there at Scenes/demo it uses other implementation of TAA.
The clouds are rendered using ray marching method. And in order to reduce sample count per ray, the starting position is random each frame for each rendered pixel. The resulting clouds are noisy.
I was wondering, do you also get an error in Unity 2020 about a missing shader?
EffectBase.EnsureMaterial() complains about the shader being null.
From the trace I seems to refer to Playdead/Post/TemporalReprojection
But I can't find what's wrong and I do see clouds.
Tested it on a fresh/empty project.
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