Deferred rendering and AA in Unity
Hello!
Has any of you been using deferred rendering in Unity with the Rift? I'm having troubles getting image-based anti-aliasing to work properly, it looks almost as bad as having no AA at all.
Either the lens distortion shader isn't working properly with the AA shader or the flaws in image-based AA are just much more visible through the Rift?
Has any of you been using deferred rendering in Unity with the Rift? I'm having troubles getting image-based anti-aliasing to work properly, it looks almost as bad as having no AA at all.
Either the lens distortion shader isn't working properly with the AA shader or the flaws in image-based AA are just much more visible through the Rift?
