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Question by heidgerken · Feb 06, 2012 at 08:49 PM · renderantialias

Anti aliasing problems...

I'm fighting with the new unity beta, trying to learn enough to be dangerous, and I'm having trouble getting the visual quality out of it that I need.

Primarily I'm having trouble with anti-aliasing.

if I don't do anything but turn on a high level quality setting there is non. If I add a post effect anti aliasing filter I get something that kind of resembles anti-aliasing, but it looks horrible. The only way I can get anything close to what I would need is if I turn on directx7 emulation. But then I am losing all shadows and limiting myself to a small sub set of target devices.

Here's an example of what I'm getting... any idea what I'm missing? is anti-aliasing just not something I can rely on in unity, or am i missing a vital element in the image quality recipe?

alt text

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Answer by Kryptos · Feb 06, 2012 at 11:06 PM

Are you using deferred lighting as the rendering path? This path is incompatible with proper anti-aliasing.

See these pages for details: http://unity3d.com/support/documentation/Components/RenderTech-DeferredLighting.html http://unity3d.com/support/documentation/Manual/RenderingPaths.html

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Answer by heidgerken · Feb 06, 2012 at 11:58 PM

Thanks. I think I have a decent understanding now.

Please correct me if I'm wrong, but as I understand it now I can use a couple different approaches.

1) deferred lighting, which gives me real time shadows, but lower quality post filter anti-aliasing

2) forward lighting, which gives me nice clean anti-aliasing, but no real time shadows on anything but directional lights.

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Answer by Uniter · Apr 27, 2012 at 01:02 AM

Use AA alternative in deferred lighting, for example FXAA3 shader: http://forum.unity3d.com/threads/97023-FXAA-Fast-Approximate-Anti-Aliasing

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