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Question by wuhao1117 · Jul 25, 2014 at 09:31 PM · renderinggraphicsanti-aliasingpost effects

Is it possible to get the subsample buffers used in MSAA from Unity?

Hi there!

So I am trying to integrate SMAA s2x mode into Unity after I got the 1x mode working. If anyone is interested, this is the link to the original technique: http://www.iryoku.com/smaa/

This mode requires the two jittered subsample buffers of the scene (in the case of MSAA 2x), and will then perform SMAA 1x on each of the buffers and average the results. But it seems that Unity simply returns the averaged result from MSAA, without giving access to the buffers used when rendering the scene with jittered matrices.

Rendering plugin might be able to solve the problem by rendering the entire scene from native code, with MSAA buffers created from c++ side. But that is simply too much trouble to render the whole scene again and it is not a good idea from a performance perspective.

So, my question is, is there a simpler way to access the subsample buffers used in MSAA in Unity, if possible at all?

I am using 4.3.4f1, btw.

Any help is appreciated, Thank you very much!

Hao

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avatar image Graham-Dunnett ♦♦ · Jul 25, 2014 at 09:32 PM 0
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http://forum.unity3d.com/threads/is-it-possible-to-get-the-subsample-buffers-used-in-msaa-from-unity.258977/

avatar image wuhao1117 · Jul 25, 2014 at 09:51 PM 0
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@GrahamDunnett thanks for pointing the question to the forum post. I was a little unsure where is the best place to put this question. So I put it in both place. If that is against community rules, please feel free to move or delete either of it.

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