Is unity 3d's Multisample anti-aliasing Area or Point sampling?

I am working on a game that has a working mil dot sniper scope. I need to keep the dimensions of objects exactly right.

I would like to use Multisample anti-aliasing with point sampling. So that my objects stay geometrically correct.

Does anyone know if unity uses point sampling?

From here: Rasterization Rules - Win32 apps | Microsoft Learn

As far as I know, Unity inherits this standard from d3d…