The default anti aliasing when using Forward Rendering still leaves a LOT to be desired. This seems to be a common problem for any Unity based VR projects. Has anyone come up with a better solution outside of resorting to camera post effects?
The default anti aliasing when using Forward Rendering still leaves a LOT to be desired. This seems to be a common problem for any Unity based VR projects. Has anyone come up with a better solution outside of resorting to camera post effects?