QualitySettings AntiAliasing and Image Effects mutually exclusive in WebGL?

Hi Guys,

observing my project’s WebGL builds over time has led me to the conclusion that as soon as I attach even a single Image Effect (Bloom, Contrast Stretch, SSAO) to my camera QualitySettings.AntiAliasing is completely ignored. If I remove the Image Effect(s) and make a new build the AntiAliasing setting will work properly again.

Does anyone have any intel on that? Is this supposed to happen, or could this be a bug?

Is there any way to have both the “good” AntiAliasing from the QualitySettings as well as Image Effects such as Bloom and ContrastStretch active at the same time?

Matt

Some post FX might disable antialiasing in deferred due to a bug with black rendering that’s been kicking around. Try using latest version of Unity.

In any case, if you’re using deferred you cannot use MSAA (unity’s built in antialiasing) anyway at time of writing, and this should be disabled for deferred rendering. Only post fx AA is supported in deferred at the moment.

Also, you cannot change built-in antialiasing on webgl at runtime. So it either has to be on initially or off. This only applies to forward rendering and is a webgl limitation.

Thanks for the answers.

I am using Unity 5.1.2f1 and Forward Rendering since Deferred has a significantly lower framerate.

I encountered a black rendering once when I tried to blend the results of two seperate cameras together for SSAO with everything looking good in the editor and half of the screen being simply black in the build. Could be the issue you where talking about.

I am aware of not being able to change QualitySettings.AntiAliasing at runtime but I do not do that, it’s active all the time and works fine in the editor.
Im using the newest version of unity, forward rendering, AntiAliasing is always on and I have a Bloom and a ContrastStretch Image Effect attached to my camera - and in the build AA is completely ignored.

Can anyone confirm that QualitySettings.AntiAliasing will definately not work with Camera Image Effects such as Bloom or ContrastStretch? Or is there a way to get both working at the same time?

Confirmed on 5.1.3. Running a very simple image-effect disabled AA.

Yes, Thank You!

Could a Dev maybe look into this and shed some light on whether this is supposed/expected behaviour or a bug?

To clarify, antialiasing ‘within Unity’ and as a post-image effect are different things? Should you be using either one or the other? I think I currently have both enabled…

Yes those are two different things. You’ll find the real AntiAliasing under Edit → ProjectSettings → Quality → AntiAliasing. It looks better but costs more performance and (to get back to my initial problem): at the moment it does not work with ImageEffects such as Bloom or ContrastStretch on WebGL.

1 Like

Could a Unity Dev - Jonas or someone - maybe shed some light on this issue?

Is this a known issue? Is it supposed to be like that?
Is it a bug? Is there a workaround?

confirmed with Ambient Occlusion and Ambient Obscurance