This is a Temporal Anti-Aliasing (TAA) solution I implemented for my game Timeline which uses Unity's Universal render pipeline (URP). URP does not have a TAA solution out of the box, so this may solve aliasing issues for devs using URP. I've included comparisons with FXAA and SMAA at the end of the video.
GitHub Link:
https://github.com/CMDRSpirit/URPTemporalAA
It is based on the Siggraph2014 talk by Brian Karis:
High Quality Temporal Supersampling
https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf
Music:
"Quiet Rain"
by onlymeith
2011 - Licensed under Creative Commons Attribution (3.0)
Link: http://dig.ccmixter.org/files/onlymeith/33867
Chapters:
0:00 Intro
0:05 Vertex Shader animations
0:12 Movement
0:23 Armature animations
0:30 Volumetric clouds denoising
0:40 Direct comparison with FXAA, SMAA, NO AA