I’m using Unity for a data-driven art project. The final product will be a big image I can print on glass, so while the speed of rendering isn’t important, the quality and resolution of the final image is.
I’ve been struggling with getting a really high resolution screenshot that doesn’t look all jaggy. I thing the main problem I’m up against is that I can’t get anti aliasing to actually enable. I’ve tried setting it in Project Settings → Quality. I’ve tried 2x up to 8x.
To save the screenshots, I’ve tried some code I found on the forum here, InstantScreenShot and Renderator Free. They take screenshots fine, but they’re still all jagged. Interestingly, Renderator dumps out a garbage image with black noise when AA is enable, and a recognizable image with it off. So flipping that switch is doing something.
The scene I’m building is just made of meshes with diffuse shaders if that makes a difference. No textures.
I’m running on a Late 2016 MacBookPro with graphic switching off.
Are you using the deferred rendering path? MSAA (what the AA setting is enabling) doesn’t work with deferred, so that setting doesn’t do anything while rendering the scene. You can change to use the forward rendering path which will allow MSAA to work, but then you can have HDR (unless you’re using Unity 5.6). You could also use a post process AA like SMAA or FXAA (see Unity’s Cinematic Image Effects or Post Processing Stack)
However if you really don’t care about render time I would suggest you use InstantScreenShot or Renderator with a high resolution and just shrink the resulting output image down. You may need to buy one of the pro versions of the screenshot assets to get a high enough resolution for your needs though.
I I’ve switched to forward rendering (and turned off HDR). I went to Project Settings->Graphics Settings, unchecked Defaults and switched all the rendering paths to Forward. I selected the Main Camera and set the rendering path to forward and turned off HDR…
And with all that, I’m still running into jaggies. With InstantScreenShot, I’m able to get 16384 x 16384 images though, which is probably good enough.