5) Are you going to implement some sort of Motion Vector buffer? Please do. It seems every filter (Unity authored, or otherwise) has some sort of temporal filtering and each one creates its own buffer. Soon if you want to use multiple effects, you will also be generating multiple motion vectors. And everyone's games will be going slowly because the engine will spend 50% of the time generating motion vectors (I'm exaggerating a bit...). You can spare us all from such a fate by implementing a motion vector buffer in Unity. Please. Think of all those poor CPU and GPU cycles you'll be saving.

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