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Question by matmuze · Mar 01, 2015 at 02:44 AM · shaderbillboarddx11anti aliasing

Custom MSAA in pixel shader with DX11

Hi there,

I am trying to figure out to implement custom MSAA in DX11 when drawing spherical billboards.

The technique is superficially described here on page 14, but it lacks implementation details for me to reproduce it.

The principle is that since the shape is drawn by discarding fragment it does not benefit from built-in multisampling as when drawing standard primitives such as triangles or lines. However, I am sure that when using the SV_SampleIndex DX11 semantics in Unity it should be possible to handle the MSAA at the edges on the spheres.

Thanks in advance for the input.

PS: Please do not suggest me to use software AA instead, as this is not the work-around I am searching for.

Mat.

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