It seems that when I enable AA, some of my render texture’s Y-coordinates get flipped. The water reflection (only some levels, which is weird), the ‘clean’ version of the scene used for depth of field, etc, all get flipped vertically.
It makes English look like some other language which is pretty cool, but that’s not what I’m going for here.
Anyhow, what I think is even weirder is that when I add the view distortion pass (think like heat refracting, explosions, invisible enemies and such) it’s fixed, but the distortion must be applied first. Without the depth blur + anti-aliasing, everything is fine still.
Now, although I’ve found a temporary fix to my own problem, I’m still greatly curious to why this happens.
The depth of field is a modified blur effect, but the meat of the extremely simple distortion shader is as follows:
float4 frag (v2f_img i) : COLOR
{
float4 distortion = texRECT(_Distort, i.uv);
distortion.rg -= 0.5;
i.uv += ( distortion.rg*distortion.b*0.3 );
float4 original = texRECT(_MainTex, i.uv);
return original;
}