Hello there,
There are several options related to anti-aliasing in the URP. Which options I should give users related to anti-aliasing?
FXAA or SMAA or none. I am adding this option.
If I choose SMAA from the camera, there is another option, Quality - Should I show this option to the user? Or just choose it myself? Low, medium or high?
In the URP asset there is option to set MSAA quality 2x, 4x or 8x. Should I show it to the user?
Should I enable SMAA and MSAA both?
Is MSAA for 3D games?
If you are using a texture to cutout some pixels in the shader (ATC enabled), then MSAA will do AA for those “holes”.
Added: Starts from URP 14, URP default shaders and Shader Graphs will automatically support Alpha-To-Coverage. If you want to add it for your custom shader, you can refer to the Lit shader.