This is a project in Cinemachine (I’ve posted there but the Graphics discussion here is probably a better place to ask).
There’s a flickering around the edges of gameobjects and I am looking for a solution to reduce it.
The animation is using Post Processing with Virtual Cameras.
What I’ve tried so far:
Change/reduce clipping distance.
Different settings of Antialiasing, Ambient Occlusion and other post processing filters.
The objects are all near the origin (less than 2000 units)
Could it be a performance issue? (Laptop with GeForce 740 GPU)
It looks like geometry aliasing, which is reduced by running at a higher resolution, or by using an antialiasing technique such as MSAA (forward rendering only) or one of the many postfx antialiasing solutions available on the asset store. (Eg our own Post Processing stack contains an implementation of Temporal Antialiasing)
I looked at the solutions suggested by Richard and included a post fx solution (FXAA) which improved the quality of the animation somewhat but unfortunately did not solve the problem. The fact that the flickering is also visible in the Editor, led me to believe that the issue is in the geometry build.
For comparison, the cube (added as a test object) in the gif below is a standard Unity Gameobject where the flickering doesn’t occur, also in different other parts of the mesh.
I am going to look further in the 3d modeling program and hopefully will be able to report the solution soon.
The reason the cube works, is that it only has simple edges, which FXAA can reconstruct perfectly. Complicated shapes are harder to reconstruct (the idea is to look at the pixels and blur the “staircases” to make the final image appear softer/higher resolution than it really is)
The only thing you can do to “fix” your models is to avoid thin pieces of geometry. You could paint that detail into textures instead… and maybe use normal maps… but then you may hit a similar problem called Shader Aliasing, which is the same root problem you have now, but affects surface shading rather than geometry edges. On the plus side you get texture filtering to help blur out the aliasing.
VR definitely was a thought but for now I would be more than happy to publish it in 2d. I have experimented with Octane too but my laptop seems to sluggish for it.
The entire animation is done, just working on the last bits of completion. Won’t be the greatest - in fact far from it - but will be my first completed project in Unity.
As suggested, I’ve tried the Temporal AA with different settings too as well as different settings in deferred rendering but none of it made a significant difference. Back to Forward Rendering with 8x Multi Sampling now.
Going to dig further into possible geometry issues. At least I’m learning a lot
Watch out for specular aliasing too - check the model with a standard shader with no textures at all to see if it’s a problem with the maps. I’m assuming not, but another just in case.