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Is GL_SAMPLE_SHADING possible in Unity?

Discussion in 'General Graphics' started by JibbSmart, May 2, 2017.

  1. JibbSmart

    JibbSmart

    Joined:
    Feb 18, 2013
    Posts:
    26
    Hi,

    I'd like to implement deferred MSAA as per this excellent CryEngine 3 presentation, but my game is using OpenGL for consistency's sake between Windows, Mac and Linux, so for best results I need to enable GL_SAMPLE_SHADING or access gl_SamplePosition in the shader to enable per-sample fragment shader evaluation.

    Is there any way I can do this in Unity?

    inb4 workaround:
    * just use a bigger render target -> GPU does some smart stuff with MSAA targets to reduce bandwidth, according to Nvidia.

    Thanks :)
    Jibb