unity standard shader and specular aliasing

Hi

Anyone experimented with killing specular aliasing in standard/standard specular shader while rendering in deferred mode ?

Any ‘more decent’ solutions than smoothing normalmap with each mip level ?

I really think a good temporal AA is the only thing that works to reduce specular aliasing issues. Other post process solutions do not handle sub-pixel details, and other shader/texture techniques, such as blurring your mip-maps or dampening roughness based on the velocity of normal map changes, tend to be finicky and not ‘just work’.

I have a basic version of temporal anti-aliasing working which greatly helps these issues, but for it to really be viable you need to generate motion vectors for everything in your scene, including transparent objects and skinned meshes, which is particularly hard to get right. I don’t think the way the post processing chain is setup in Unity really lends itself well to temporal AA, as it has to be carefully weaved between your other effects to avoid artifacts from the jittered camera, the tone mapping operations, etc.

I’d love to see Unity tackle this, providing a fixed post processing solution with various hooks where you can insert additional processes (before/after tonemap, etc). This would also allow for better buffer sharing between the various operations. Honestly, I think the temportal AA UE4 provides is one of the major differences in quality vs a Unity scene.