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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