When using standard MSAA in the Unity quality settings, with forward rendering, I’m getting a 1px white border between my object and its shadow. Has anyone else encountered this and solved it? Changing shadow settings doesn’t help. This is on a Radeon 5850.
I’ve found other posts about similar white borders, but those ones appear between polygons and were related to using a specular shader. Changing my shader to diffuse makes no difference, and neither does implementing the specular shader fix found in those threads (the o.Normal = fixed3(0,0,1); line). This seems to be a similar but different problem.
Man it’s not that important, believe it or not, it’s professional deformation: you notice it because you are doing your work, but 99% people don’t give a damn about sparse pixels.
Sure, it would be better if they weren’t there, but believe me, you can continue your work and if it will be fixed, ok, otherwise, it’s ok anyway for your public.
megmaltese, point taken! However we run on 75 inch tv’s where you stand 2 meters from. The pixels are not that small anymore:) And it’s still a bug and should be dealt with at some point.
Nition , have you saved the bug number so I can refer to the same one when submitting mine?
Can you switch to FXAA or similar for now to get around it? I only have the problem because I let the player choose which AA setting they want. If you can, just turn off AA in the quality settings and apply an AA post-processing image effect instead.