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https://github.com/Chman/SMAA
A highly customizable implementation of Subpixel Morphological Antialiasing for Unity
https://github.com/Chman/SMAA
antialiasing smaa unity
Last synced: 3 months ago
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A highly customizable implementation of Subpixel Morphological Antialiasing for Unity
- Host: GitHub
- URL: https://github.com/Chman/SMAA
- Owner: Chman
- License: zlib
- Archived: true
- Created: 2015-05-04T16:15:46.000Z (over 9 years ago)
- Default Branch: master
- Last Pushed: 2019-02-14T10:32:30.000Z (over 5 years ago)
- Last Synced: 2024-06-17T13:33:40.264Z (5 months ago)
- Topics: antialiasing, smaa, unity
- Language: C#
- Homepage:
- Size: 102 KB
- Stars: 427
- Watchers: 71
- Forks: 73
- Open Issues: 4
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Metadata Files:
- Readme: README.md
- License: LICENSE.txt
Awesome Lists containing this project
- awesome-unity3d - SMAA - A highly customizable implementation of Subpixel Morphological Antialiasing for Unity (Open Source Repositories / Effect and Shaders)
- awesome-opensource-unity - SMAA - A highly customizable implementation of Subpixel Morphological Antialiasing for Unity. (Open Source Packages / Effect and Shaders)
README
# SMAA for Unity3D
This is a highly customizable implementation of [Subpixel Morphological Antialiasing](http://www.iryoku.com/smaa/) for Unity3D.
Tested with Unity 5+ (Personal or Pro). Works with the deferred & forward rendering paths, in gamma or linear color space, with Directx 9, Directx 11 and OpenGL targets.
It comes with a few quality presets but you can easily build your own in the inspector. Every inspector setting comes with a help popup so you shouldn't have to dig into the (documented) source code.
Right now it implements SMAA 1x (+ predication). Implementing Temporal SMAA (T2x) should be doable, but the spatial (S2x) and spatial + temporal (4x) variants aren't possible in Unity right now.
[Comparison screenshots with FXAA and Supersampling](http://imgur.com/a/J75KB).
## Instructions
Drop the `SMAA` folder in your project and add the `SMAA` script to your camera (or select your camera and use `Component -> Image Effects -> Subpixel Morphological Antialiasing`). The effect should be the first in the post-processing chain (before `Bloom`, `Tonemapping`, `DoF` etc) or it will miss some edges, especially when working in HDR.
## To infinity and beyond
An updated version of this effect is available in Unity's official [Cinematic Image Effects](https://bitbucket.org/Unity-Technologies/cinematic-image-effects) repository (Unity 5.3+ only).
## License
Zlib (see [License.txt](LICENSE.txt))