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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

    sh0v0r
    Up and Coming
    September 12, 2013
    "antigravity" wrote:

    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. ;)


    I'm confused, using real time shadows, I thought they were problematic.
    My game is using Forward Rendering.
    Vertex lighting is not an option for me, its more expensive and looks much worse than per pixel lighting.
    The main issue I'm having at the moment is that the screen is either blue or black which I think must be the clear flags in the camera.

    [edit] Turns out it was the Shadows, turning them off on the main Directional Light Source fixes the blur/black screens. Bummer... It seems any value I use that isn't 1.0 causes the blue or black screen.
    sh0v0r
    Up and Coming
    September 12, 2013
    "cybereality" wrote:
    I also get a blank screen. I will try to get an answer from one of the devs.


    Any news Cyber?
    Up and Coming
    September 12, 2013
    "sh0v0r" wrote:
    "antigravity" wrote:

    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. ;)


    I'm confused, using real time shadows, I thought they were problematic.
    My game is using Forward Rendering.
    Vertex lighting is not an option for me, its more expensive and looks much worse than per pixel lighting.
    The main issue I'm having at the moment is that the screen is either blue or black which I think must be the clear flags in the camera.

    [edit] Turns out it was the Shadows, turning them off on the main Directional Light Source fixes the blur/black screens. Bummer... It seems any value I use that isn't 1.0 causes the blue or black screen.


    Here's a copy and paste below from the ovr_unity_integration.pdf that might clear it up a bit- It's just specific issues with Forward and Deferred Rendering.
    ----------------------------
    In Forward rendering, dynamic lights will not work correctly. If the the render target is larger
    then the final target, you will see a potential ’cut-out’ effect on the screen. As well, if dyamic
    shadows are turned on, rendering will not occur, or a subset of the geometery will render.

    ˆDeferred rendering will not work if anti-aliasing is turned on (a value of 2, 4 or 8).
    Inspiring
    September 12, 2013
    Sorry, no update. Not sure if or when this could be solved.
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