Anti alias not working

Hi, I try to use different setting for anti alias(disabled, 2x, 4x 16x) but there are no different in quality. I have tested on Windows pc too which have nVidia 8800 GTS. Any idea?

Have you checked the anti-aliasing settings in the nVidia screen drivers? At least with the older drivers I think you can set anti-aliasing to be application controled or on all the time.

Are you using any image effects (glow, blur, …)? If so, then currently anti-aliasing does not work with them. Technical reason is that in image effects, all rendering goes to a texture, not the screen; and only in the final stage the texture is post-processes and ends up on the screen. Now the screen is anti-aliased, but the texture is not - so in effect you don’t see any AA.

Is there perhaps an anti-aliasing Image Effect that we could use then?

so if there’s one ofject in my scene that uses a glass shader AA won’t work at all?

Correct, right now no FSAA with refractive glass. Refractive glass works this way: it redirects any rendering that happens before it to render into a texture; then uses that texture to display refraction.

I see, could we expect this to change in the future? is there a workaround we can use that you suggest? what other effects would impact AA like this? can I use the mirror reflection script + shader?

Someday, yes. It’s quite doable on Direct3D, but on OpenGL it’s not so clear how this could or should be done. Last time I tried I didn’t get it to work (I didn’t try very hard though).

FSAA is disabled by image effects and shaders that use GrabPass (only Refractive Glass uses it from shaders that come with Unity). Regular shaders and things that render into a texture work with FSAA just fine.

Could you do code a Direct3D version :-), I’m sure it’s easy…

Cheers