Lately, we’ve been working on a tech demo to showcase our virtual texturing extension. After deciding to go for deferred rendering, we started looking for a good post-process anti-aliasing approximation technique.
Not long after testing a few AA solutions, including NFAA and Unity’s luminance edge blur, we ended up porting FXAA over to Unity. While it isn’t without it’s problems, it gave us very acceptable results:
We figured that some of you might also have a use for this AA technique so we decided to share it.
No need to tweak any parameters, just plug and play.
I was called into attention that a FXAA Unity port has already been accomplished by gaustwick a while before. He’s been comparing several techniques with FXAA and posted the results. Feel free to check out his thread.
I have some problem with deffered lightning in general, some shadows are blinking like disco when camera is moving. It can be solved by drastic increase of bias, but then majority of shadows is not connected to object. But this is probably Unity BUG, I am curious about promised shadows improvements in 3.4.
What type of light generates those problems you’re having? Cascades help on directional lights. Using a short range might also help precision; this should be valid for all types.
MSAA and this FXAA combined creates some serious soft edges, they both work together so even if your not using deferred rendering, you can use this shader along with the built in AA in unity, it makes extremely soft edges.