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Here is a nice high-res screen in the meanwhile.

Super Sampling SSAA for Unity

0.5 - 2
1.25 - 2
2 - 3
2 - 4
 2 - 4

 

 

0.5 - 2
1.25 - 2
2 - 3
2 - 4
2 - 4

Recommendated

Multipliers

 

 

Our Sampling Algorithms:                                                                                                       Multiplier Recommendation

 

- Nearest Neighbor          - Fastest, and with sharpest look and edges.
- Bilinear Sharper            - compromise between the soft Bilinear and sharp NN
- Bilinear Default              - a softer image
- Bilinear High                  - a softer image, optimized for high scaling
- Lanczos High                 - smoothest image, optimized for high scaling

 

 

Algorithms may not look optimal if not used in recommended multiplier range.

1.25x - 2x SSAA Multipliers could be considered "Normal usage" , 2 is pristine already, 3+ is not recommended.

 

 

 

 

 

Q: Why SSAA over Unity MSAA ?

 

SSAA provides strongly superior image quality. SSAA works on all pixels on your screen, you can even potentially

Super Sample your UI. MSAA does not work with state of the art Deferred rendering, neither with HDR enabled. MSAA only improves geometry edges, no specular/reflection highlights, does not make your textures look sharper

can not handle transparency and has issues with shadows. Make sure to check out the other scene in the viewer!

 

Q: What about 2D Games ?

 

SSAA can make your 2D sprites equally sharper and increase percieved sprite texture resolution but it depends

on the sprites. It is not suited for pixel art but can help a lot with high-res sprites and transparency.

 

Q: What do I have to do to make it work ?

 

Simply add the script to your Unity camera(s) and press play, that's all!

 

 

SSAA provides unmatched image quality, improves textures, sharpens geometry, transparency

and reduces moirée effects tremendously. Uses exactly as much performance as you allow it to.

If you want the very best - Super Sampling!

 

The Multiplier controls the strength and performance impact of the effect and is fully scalable to your desire!

Co-founders:

Flow Fire Games

@FlowFireGames

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Alexander Luck

 

Thats me I guess.

Eric Alex. Krutten

@ShrikeCGD

Portfolio

Software Dev Company

We are Flow Fire Games

Located in Berlin, Germany.

Business / Programming

I am the sane part of the company

and don't notice when Eric edits my description all the time. Kek.

Game Design, UX, Art

I come up with crazy things and

try not to add too much feature creep!

Also doing project consultations!

 

Flow Fire Games UG (Haftungsbeschränkt / LL) HRB 167558 B
Berlin, Lotosweg 31, 13467  - Geschäftsführer: Alexander Luck

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contact(AT)flowfiregames.com