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WebGL 1 MSAA URP

Discussion in 'Web' started by popMark, Aug 12, 2021.

  1. popMark

    popMark

    Joined:
    Apr 14, 2013
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    114
    I dont have any post effects but msaa doesn't work on webgl1 and I think hasnt since about unity 5.3 (when unity dropped support for msaa on thr backbuffer for desktop platforms)

    I'm targeting mobile webgl1 and finding Unity webgl to be extremely flexible, which leads me to believe MSAA on webgl1 can be fixed with creative use of a jslib manipulating gl functions, but not sure where to start. Anyone encountered this/had a crack at it?
     
  2. adamgolden

    adamgolden

    Joined:
    Jun 17, 2019
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    1,555
    FYI:
    "The WebGL 1 Graphics API is now marked as deprecated and will be removed in a future release of Unity once all major browser vendors have released browser versions with WebGL 2 enabled by default. (1345140)"
    https://unity3d.com/unity/beta/2021.2.0b5
     
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  3. De-Panther

    De-Panther

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    Dec 27, 2009
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    589
    The HTML canvas has it's own antialiasing feature, so you might be able to use it instead
     
  4. popMark

    popMark

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    Apr 14, 2013
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    indeed yeah thats what I'd like to use but its only supported when rendering direct to screen/canvas, seems unity might be using an intermediate framebuffer even when there's no post processing