Aliasing is a side effect that appears when a digital sampler samples real-world information và attempts khổng lồ digitize it. For example, when sampling audio or đoạn Clip, this causes the shape of the digital signal to not match the shape of the original signal. This is most obvious when comparing the original & digital signals for an audio source at its highest frequencies, or a visual source in its smallest details. Regular signal processing uses the Nyquist rate to lớn avoid this pattern, however it is not practical for image rendering due to it being very resource intensive.
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An example of the rasterization process creating some aliasing.
To limit this side effect, HDRP. supports multisampling anti-aliasing (MSAA), temporal anti-aliasing (TAA) và fast approximate anti-aliasing (FXAA). MSAA is better at solving aliasing issues than the other techniques, but it is much more intrusive & more expensive sầu. Crucially, MSAA solves spatial aliasing issues.
To enable MSAA in your HDRPhường. project, open your HDRPhường Asmix và, in the Render Pipeline Supported Features section enable the Support Multi Sampling Anti-Aliasing checkbox . If this option is grayed-out, set the Supported Lit Shader Mode to lớn either Both or Forward Only. This is necessary because HDRP only supports MSAA for forward rendering. After you enable tư vấn for MSAA, you can select an MSAA Sample Count from the drop-down menu (None, 2X, 4X, 8X). This defines how many samples HDRPhường. computes per px for evaluating the effect.

When using MSAA, be aware of the following:
Increasing the sample count makes the MSAA effect more resource intensive. If you enable tư vấn for MSAA but set the MSAA Sample Count lớn None, HDRPhường allocates resources for MSAA which negatively affects the render pipeline without any anti-aliasing benefit.Xem thêm: Gta 5 Hướng Dẫn Mod Siêu Xe Bmw S1000, Gta 5 Hướng Dẫn Mods Siêu Xe Bmw S1000
Screen space reflection (SSR) is currently incompatible with MSAA.
When you enable MSAA for your Unity Project, you must then enable it on all Cameras using the Frame Settings. You can do this either globally, by enabling it in the Default Frame Settings of your HDRPhường Asset, or individually for each Camera.
To enable MSAA globally on all Cameras:
mở cửa your HDRPhường Asphối & navigate to the Default Frame Settings For section. Make sure that the Default Frame Settings For drop-down is set lớn Camera. Open the Rendering Settings drop-down menu và mix the Lit Shader Mode khổng lồ Forward, because HDRPhường only supports MSAA for forward rendering. Enable the MSAA checkbox to lớn enable MSAA by default for all Cameras.Xem thêm: Download Easeus Partition Master Home Edition, Easeus Partition Master
To enable MSAA on each Camera:
Cliông xã on a GameObject with an attached Camera component khổng lồ open it in the Inspector. In the Camera component’s General section, mix the Rendering Path lớn Custom. This exposes the Frame Settings Override section. Open the Rendering Settings drop-down menu và phối the Lit Shader Mode khổng lồ Forward, because HDRPhường only supports MSAA for forward rendering. Tichồng the MSAA checkbox khổng lồ enable MSAA for this Camera.Increasing the MSAA Sample Count produces smoother antialiasing, at the cost of performance. Here are some visual examples showing the effect of the different MSAA Sample Counts:
Chuyên mục: Công Nghệ