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@@ -66,6 +66,9 @@ StandardMaterial3D or ORMMaterial3D properties. Alpha to coverage has a
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moderate performance cost, but it's effective at reducing aliasing on
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transparent materials without introducing any blurriness.
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+To make specular aliasing less noticeable, use the `Screen-space roughness limiter`_,
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+which is enabled by default.
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+
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MSAA can be enabled in the Project Settings by changing the value of the
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**Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to change
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the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely
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@@ -231,7 +234,9 @@ an effect on roughness map rendering itself, its impact is limited there.
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The screen-space roughness limiter is enabled by default; it doesn't require
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any manual setup. It has a small performance impact, so consider disabling it
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-if your project isn't affected by specular aliasing much.
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+if your project isn't affected by specular aliasing much. You can disable it
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+with the **Rendering > Quality > Screen Space Filters > Screen Space Roughness Limiter**
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+project setting.
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Texture roughness limiter on import
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-----------------------------------
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@@ -279,3 +284,37 @@ usually unnecessary, but it can provide better visuals on high-end GPUs or for
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:ref:`non-real-time rendering <doc_creating_movies>`. For example, to make
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moving edges look better when TAA is enabled, you can also enable MSAA at the
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same time.
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+
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+Antialiasing comparison
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+~~~~~~~~~~~~~~~~~~~~~~~
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+
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++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
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+| Feature | MSAA | TAA | FSR2 | FXAA | SSAA | SSRL |
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++==========================+==========================+==========================+==========================+==========================+==========================+==========================+
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+| Edge antialiasing | 🟢 Yes | 🟢 Yes | 🟢 Yes | 🟢 Yes | 🟢 Yes | 🔴 No |
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++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
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+| Specular antialiasing | 🟡 Some | 🟢 Yes | 🟢 Yes | 🟡 Some | 🟢 Yes | 🟢 Yes |
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++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
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+| Transparency antialiasing| 🟡 Some [1]_ | 🟢 Yes [2]_ | 🟢 Yes [2]_ | 🟢 Yes | 🟢 Yes | 🔴 No |
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+| | | | | | | |
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++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
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+| Added blur | 🟢 None | 🟡 Some | 🟡 Some | 🟡 Some | 🟡 Some [3]_ | 🟢 None |
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+| | | | | | | |
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++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
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+| Ghosting artifacts | 🟢 None | 🔴 Yes | 🔴 Yes | 🟢 None | 🟢 None | 🟢 None |
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++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
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+| Performance cost | 🟡 Medium | 🟡 Medium | 🔴 High | 🟢 Low | 🔴 Very High | 🟡 Medium |
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++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
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+| Forward+ | ✔️ Yes | ✔️ Yes | ✔️ Yes | ✔️ Yes | ✔️ Yes | ✔️ Yes |
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++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
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+| Mobile | ✔️ Yes | ❌ No | ❌ No | ✔️ Yes | ✔️ Yes | ✔️ Yes |
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++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
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+| Compatibility | ✔️ Yes | ❌ No | ❌ No | ❌ No | ✔️ Yes | ❌ No |
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++--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+--------------------------+
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+
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+
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+.. [1] MSAA does not work well with materials with Alpha Scissor (1-bit transparency).
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+ This can be mitigated by enabling ``alpha antialiasing`` on the material.
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+.. [2] TAA/FSR2 transparency antialiasing is most effective when using Alpha Scissor.
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+.. [3] SSAA has some blur from bilinear downscaling. This can be mitigated by
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+ using an integer scaling factor of ``2.0``.
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