Really not sure what this is, perhaps a bug in Unity, it sure is ugly though:
If I switch on AA I get the following errors the red arrows are pointing at:
This happens in every AA mode 2x, 4x, 6x, 16x…
This is a simple scene built using Unity sphere primitives in forward rendering mode.
It has a single point light inside the sun (big yellow sphere, I switched off my post effects and skybox so it doesn’t look much like a space scene anymore), no shadows, all spheres using default diffuse material. Happens with or without a main texture (it’s not a mip-mapping issue). There are no post or image effects. No custom shaders. My video card driver (4870x2) settings are all default (I reset them, AA is set to application preference).
The really weird thing is, this doesn’t happen with vertex lit materials, nor in vertex lit mode (set via camera or player settings). It also doesn’t happen when using “diffuse fast” or the (the really weird one) Shader Model 1 emulation. Setting SM1 emulation also stops the errors in the editor views (grey background on right) which is really confumsing me as there’s no visible difference between SM1 and SM2 or SM3 diffuse per-pixel lit materials, not that I could see anyway.
I searched for similar issues, and this sounds the same: http://forum.unity3d.com/threads/68120-Unity-3-Bug-with-anti-aliasing-on-specular-materials-causing-white-artefacts but he said it was only happening with specular materials, I’m getting it with all per-pixel materials (Diffuse, Specular ect) that use either binn-phong or lambert lighting models. I haven’t tried writing my own lighting model for surface shaders yet, still reading up on how it so will post back with results.
Anyone else been noticing this?
It’s most obvious when viewing a backlit model. Can also happen with directional lights but it’s much harder to see. It’s very noisy in motion.
At first I thought it might be an issue with my video card but I’ve tried other games and couldn’t see anything. Also, due to the way it only happens with per-pixel shaders and it’s direct relationship to the light and view angles in the scene (errors are static if scene/lights are static) I’m thinking this is not a video card error.



