Forum Discussion
antigravity
12 years agoExplorer
Unity 4.2 supports anti-aliasing on render targets
Just noticed in the release notes that the recent Unity 4.2 release finally supports anti-aliasing on render targets! Might be a big quality boost for demos running native resolution.. downloading ...
petergiokaris
12 years agoProtege
I want to point out a potential issue when using MSAA on RenderTargets.
Both dynamic lighting and shadow buffers are tightly coupled with the Camera itself. I have noticed that when I use a RenderTarget of a larger size then the final output (which is 1/2 the size of the final screen size, say 640 x 800), the buffers used to accumulate lighting and shadow stay the same size. This has the effect of dynamic lights and shadows 'clipping' against a plane smaller then the final buffer.
The engineers at Unity are aware of this, but please keep this in mind when using larger Render Targets to get a better resolution output. In Tuscany demo in the SDK as well as in Unreal, the output looks better because of the fact that we can MSAA into a larger render texture and then down-sample into the final target (which is the intention of this new render target feature). If you do not use dynamic lights / shadows, you will achieve the same results as this.
We will include MSAA support with the above caveat in the next Unity integration release.
Both dynamic lighting and shadow buffers are tightly coupled with the Camera itself. I have noticed that when I use a RenderTarget of a larger size then the final output (which is 1/2 the size of the final screen size, say 640 x 800), the buffers used to accumulate lighting and shadow stay the same size. This has the effect of dynamic lights and shadows 'clipping' against a plane smaller then the final buffer.
The engineers at Unity are aware of this, but please keep this in mind when using larger Render Targets to get a better resolution output. In Tuscany demo in the SDK as well as in Unreal, the output looks better because of the fact that we can MSAA into a larger render texture and then down-sample into the final target (which is the intention of this new render target feature). If you do not use dynamic lights / shadows, you will achieve the same results as this.
We will include MSAA support with the above caveat in the next Unity integration release.
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