Timeline for Unity UI's Image component renders without anti-aliasing?
Current License: CC BY-SA 4.0
4 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 3, 2020 at 6:26 | vote | accept | Tudvari | ||
| May 29, 2020 at 14:01 | answer | added | Tudvari | timeline score: 4 | |
| May 29, 2020 at 10:35 | comment | added | DMGregory♦ | The antialiasing Unity implements by default is Multi-Sample AA. This type of antialiasing is only effective at fixing geometry aliasing, along the edges of polygons. Aliasing inside a single polygon, due to texture sampling or shader calculations, is completely invisible to MSAA, so that part is up to you to anti-alias. Have you tried enabling mipmaps in addition to your bilinear (or even trilinear) filtering? | |
| May 29, 2020 at 8:46 | history | asked | Tudvari | CC BY-SA 4.0 |