This is a quick question for the graphics devs. As Unity 5 is switching over to a fully deferred renderer, MSAA in its traditional form will no longer work (a problem all deferred engines have had to face). Some engines (Frostbite comes to mind) have found ways of getting deferred MSAA into the engine. So how has this problem been addressed (if it has at all)?
The postprocessing anti-aliasing in Unity 4 is horrible, especially FXAA. It's one of the largest pitfalls of using deferred over...
Antialiasing in Unity 5
The postprocessing anti-aliasing in Unity 4 is horrible, especially FXAA. It's one of the largest pitfalls of using deferred over...
Antialiasing in Unity 5