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No MSAA without intermediate render texture in VR

Discussion in 'Universal Render Pipeline' started by mpgholden, Dec 11, 2019.

  1. mpgholden

    mpgholden

    Joined:
    Aug 21, 2014
    Posts:
    38
    I'm using Unity 2019.3.0f1 and URP 7.1.6 for a VR project. We aren't using a depth texture, but I noticed in Renderdoc that one was being created even when it was disabled in the URP settings.

    I edited the ForwardRenderer locally to make the intermediateRenderTexture bool always false, so that it skips the intermediate render texture step. This results in much better performance, but antialising is no longer applied to the eye texture.

    There is a comment in ForwardRenderer saying "if rendering to intermediate render texture we don't have to create msaa backbuffer," and a path for it to handle AA without that - so I'm thinking this is a bug, rather than the intended functionality? (I opened a bug case number 1204783, but any guidance would be appreciated here too!)
     
    Cynicat, AskCarol and DanjelRicci like this.
  2. AskCarol

    AskCarol

    Joined:
    Nov 12, 2019
    Posts:
    234