#Any Anti-Aliasing for Deferred Rendering URP?
1 messages · Page 1 of 1 (latest)
TAA or FXAA I guess.
Where though? I cant seem to find any links to solutions on the internet, and built-in AA doesn't work on the cameras.
Shouldn't it be a setting on the render pipeline asset?
According to the docs it should be in the camera settings though:
https://docs.unity3d.com/6000.2/Documentation/Manual/urp/anti-aliasing.html
In the render pipeline asset, there is only MSAA.
On the camera, there are more options, but none of them actually change the final image.
Pc low is using deferred path
Donno. It definitely does make a difference for me:
Are you on deferred?
If so, tomorrow, i will look into this.
Yes. As I said earlier.
Assuming you mean the deferred rendering path in urp.
I'm trying this currently, and there is no difference. Either another setting is causing issues, or maybe its enabled but just not noticeable.
Okay, i just tried it on a new camera, and it indeed works. I'll need to see why it doesn't work on my main camera. Could stacking cause this?
Yep, it is indeed camera stacking with a overlay camera. Now i just need to figure out how to fix that.