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Up and Coming
July 26, 2013

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 now.
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    34 replies

    Up and Coming
    August 27, 2013
    "antigravity" wrote:
    "private float CameraTextureScale = 1.0f;"


    I've tried altering this variable and I end up with a blank blue screen. Is there another step I'm missing?
    Scott Vandonkelaar Zero Latency - Inversion VR
    Inspiring
    August 27, 2013
    "diablosv21" wrote:
    "antigravity" wrote:
    "private float CameraTextureScale = 1.0f;"


    I've tried altering this variable and I end up with a blank blue screen. Is there another step I'm missing?


    Same here, I just assumed it wasn't playing nice with a multi-OVRCameraController setup or something.
    Titans of Space PLUS for Quest is now available on DrashVR.com
    Inspiring
    August 28, 2013
    I also get a blank screen. I will try to get an answer from one of the devs.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    August 28, 2013
    "drash" wrote:
    "diablosv21" wrote:
    "antigravity" wrote:
    "private float CameraTextureScale = 1.0f;"


    I've tried altering this variable and I end up with a blank blue screen. Is there another step I'm missing?


    Same here, I just assumed it wasn't playing nice with a multi-OVRCameraController setup or something.



    odd, i didnt run into that.

    maybe try it with a default scene from scratch 1st?..

    the only blue screen issue ive run into is when my unity window layouts get shuffled around and im looking at the editor window thinking its a camera. lol- happens way more than id care to admit.

    if i can find some time tomorrow ill put up a simple step by step with known issues
    New Participant
    August 28, 2013
    "diablosv21" wrote:
    "antigravity" wrote:
    "private float CameraTextureScale = 1.0f;"


    I've tried altering this variable and I end up with a blank blue screen. Is there another step I'm missing?


    Had the same issue with the 0.2.4 Tuscany demo. Was able to resolve it by turning off dynamic shadows on the light source. You can also quickly test this by running your scene at lowest quality settings (which has dynamic shadows off by default).
    Up and Coming
    August 28, 2013
    "dff180" wrote:
    "diablosv21" wrote:
    "antigravity" wrote:
    "private float CameraTextureScale = 1.0f;"


    I've tried altering this variable and I end up with a blank blue screen. Is there another step I'm missing?


    Had the same issue with the 0.2.4 Tuscany demo. Was able to resolve it by turning off dynamic shadows on the light source. You can also quickly test this by running your scene at lowest quality settings (which has dynamic shadows off by default).


    As Peter mentioned above, Dynamic Lights and shadows currently send everything to hell.

    But if you are working with a scene that relies on self-illuminated baked textures, or displaying video - this functionality works really well.
    Up and Coming
    August 28, 2013
    "antigravity" wrote:
    As Peter mentioned above, Dynamic Lights and shadows currently send everything to hell.

    But if you are working with a scene that relies on self-illuminated baked textures, or displaying video - this functionality works really well.

    That certainly explains a lot. So looks like I need to pick between MSAA and Dynamic shadows for now. I'll stick with dynamic shadows. I would really prefer to have both, though.
    Scott Vandonkelaar Zero Latency - Inversion VR
    sh0v0r
    Up and Coming
    September 12, 2013
    "diablosv21" wrote:
    "antigravity" wrote:
    As Peter mentioned above, Dynamic Lights and shadows currently send everything to hell.

    But if you are working with a scene that relies on self-illuminated baked textures, or displaying video - this functionality works really well.

    That certainly explains a lot. So looks like I need to pick between MSAA and Dynamic shadows for now. I'll stick with dynamic shadows. I would really prefer to have both, though.


    This is a shame I just test it myself and when I look in some directions and can see the world it looks amazing! But I'm not sure I'm prepared to give up my lighting and shadows.
    Up and Coming
    September 12, 2013
    "sh0v0r" wrote:
    "diablosv21" wrote:
    "antigravity" wrote:
    As Peter mentioned above, Dynamic Lights and shadows currently send everything to hell.

    But if you are working with a scene that relies on self-illuminated baked textures, or displaying video - this functionality works really well.

    That certainly explains a lot. So looks like I need to pick between MSAA and Dynamic shadows for now. I'll stick with dynamic shadows. I would really prefer to have both, though.


    This is a shame I just test it myself and when I look in some directions and can see the world it looks amazing! But I'm not sure I'm prepared to give up my lighting and shadows.


    You don't have to give them up completely.

    For me the sweet-spot is Vertex Lighting, real-time shadows from directional lights, regular lighting without shadows from other light types, and baked textures for more realistic area lighting.. You also can't turn on Direct-X 11-

    I personally can't go back to how it used to be. ;)
    sh0v0r
    Up and Coming
    September 12, 2013
    "petergiokaris" wrote:
    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.


    Peter, I have set the texture value to 2.0. I'm guessing 1280x1600 per eye I'm guessing.

    If I turn my head in some directions I can see the world but most of the time its either a blue or black. I can see my sun shafts though.

    I selected Lowest quality to disable dynamic lighting and shadows and it still does this.

    Have you guys had any further luck or news on a possible solution? When I can actually see the world the quality improvement is quite significant and its such a shame not to be able to use it right now.