Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We are updating our Terms of Service for all Unity subscription plans, effective October 13, 2022, to create a more streamlined, user-friendly set of terms. Please review them here: unity.com/legal/terms-of-service.
    Dismiss Notice
  3. Have a look at our Games Focus blog post series which will show what Unity is doing for all game developers – now, next year, and in the future.
    Dismiss Notice

WebGL 1 MSAA URP

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

  1. popMark

    popMark

    Joined:
    Apr 14, 2013
    Posts:
    113
    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. polemical

    polemical

    Joined:
    Jun 17, 2019
    Posts:
    1,245
    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
     
    popMark likes this.
  3. De-Panther

    De-Panther

    Joined:
    Dec 27, 2009
    Posts:
    529
    The HTML canvas has it's own antialiasing feature, so you might be able to use it instead
     
  4. popMark

    popMark

    Joined:
    Apr 14, 2013
    Posts:
    113
    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
     
unityunity