You can also configure MSAA (hardware anti-aliasing) in Quality SettingsįXAA, SMAA, and TAA are implemented in Project Settings > Frame Settings > HDRP Default Settings see Anti-aliasing in the High Definition Render Pipeline The Anti-aliasing effect softens the appearance of edges in your scene.ĭepending on your render pipeline, you can use MSAA (hardware anti-aliasing), or FXAA, SMAA, or TAA (anti-aliasing post-processing effects)įXAA and SMAA can be enabled in the Camera component You can also apply per-Material Ambient Occlusion For more information, see Baked Ambient OcclusionĬhoose from SSAO using a Volume Override, or Ray-Traced Ambient Occlusion You can also apply Ambient Occlusion as part of your baked lighting. See Universal Render Pipeline: Ambient Occlusion The Ambient Occlusion effect darkens the areas in your scene that are not exposed to ambient lighting. This means that effects vary in terms of performance, appearance, and configuration between packages. Note that Unity implements effects differently depending on the package you are using. In more recent versions of Unity, you can apply these effects in different ways. In previous versions of Unity, you applied all post-processing effects and full-screen effects in the same way by adding components to a Camera. This table contains information on which post-processing effects and full-screen effects are available in Unity’s different post-processing solutions, how to find those effects, and what other effects you can use to achieve a similar result. Note: Post processing stack version 1 is now deprecated and should not be used. For information on using post-processing effects in HDRP, see the HDRP post-processing documentation. HDRP includes its own post-processing solution, which Unity installs when you create a Project using an HDRP Template. For information on using post-processing effects in URP, see the URP post-processing documentation. URP includes its own post-processing solution, which Unity installs when you create a Project using a URP Template. For information on using post-processing effects in the Built-in Render Pipeline, see the Post-Processing Version 2 documentation. To use post-processing effects with the Built-in Render Pipeline, download the Post-Processing Version 2 package. The Built-in Render Pipeline does not include a post-processing solution by default. This table contains information about which of Unity’s post-processing solutions are compatible with each of Unity’s render pipelines. A post-processing solution from one render pipeline is not compatible with other render pipelines. Unity lets you choose from pre-built render pipelines, or write your own. Which post-processing effects are available and how you apply them depend on which render pipeline A series of operations that take the contents of a Scene, and displays them on a screen. Scene with no post-processing Scene with post-processing More info See in Glossary with and without post-processing. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. The images below demonstrate a Scene A Scene contains the environments and menus of your game. This page contains the following information: More info See in Glossary and film properties, or to create stylised visuals. The output is either drawn to the screen or captured as a texture. You can use these effects to simulate physical camera A component which creates an image of a particular viewpoint in your scene. Unity provides a number of post-processing effects and full-screen effects that can greatly improve the appearance of your application with little set-up time.
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