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Add documentation pages on 2D and 3D antialiasing
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.. _doc_2d_antialiasing: | ||
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2D antialiasing | ||
=============== | ||
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.. Images on this page were generated using the project below | ||
.. (except for `antialiasing_none_scaled.png`): | ||
.. https://github.com/Calinou/godot-antialiasing-comparison | ||
.. seealso:: | ||
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Godot also supports antialiasing in 3D rendering. This is covered on the | ||
:ref:`doc_3d_antialiasing` page. | ||
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Introduction | ||
------------ | ||
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Due to their limited resolution, scenes rendered in 2D can exhibit aliasing | ||
artifacts. These artifacts usually manifest in the form of a "staircase" effect on | ||
geometry edges, and are most noticeable when using nodes such as :ref:`class_Line2D`, | ||
:ref:`class_Polygon2D` or :ref:`class_TextureProgressBar`. :ref:`doc_custom_drawing_in_2d` | ||
can also have aliasing artifacts for methods that don't support antialiasing. | ||
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In the example below, you can notice how | ||
edges have a blocky appearance: | ||
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.. figure:: img/antialiasing_none_scaled.png | ||
:alt: Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable. | ||
:align: center | ||
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Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable. | ||
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To combat this, Godot supports several methods of enabling antialiasing on 2D rendering. | ||
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Antialiasing property in Line2D and custom drawing | ||
-------------------------------------------------- | ||
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This is the recommended method, as it has a lower performance impact in most cases. | ||
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Line2D has an **Antialiased** property which you can enable in the inspector. | ||
Also, several methods for :ref:`doc_custom_drawing_in_2d` support an optional | ||
``antialiased`` parameter, which can be set to ``true`` when calling the | ||
function. | ||
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These methods do not require MSAA to be enabled, which makes their *baseline* | ||
performance cost low. In other words, there is no permanent added cost if you're | ||
not drawing any antialiased geometry at some point. | ||
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The downside of these antialiasing methods is that they work by generating | ||
additional geometry. If you're generating complex 2D geometry that's updated | ||
every frame, this may be a bottleneck. Also, Polygon2D, TextureProgressBar, and | ||
several custom drawing methods don't feature an antialiased property. For these | ||
nodes, you can use 2D multisample antialiasing instead. | ||
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Multisample antialiasing (MSAA) | ||
------------------------------- | ||
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Before enabling MSAA in 2D, it's important to understand what MSAA will operate | ||
on. MSAA in 2D follows similar restrictions as in 3D. While it does not | ||
introduce any blurriness, its scope of application is limited. The main | ||
applications of 2D MSAA are: | ||
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- Geometry edges, such as line and polygon drawing. | ||
- Sprite edges *only for pixels touching one of the texture's edges*. This works | ||
for both linear and nearest-neighbor filtering. Sprite edges created using | ||
transparency on the image are not affected by MSAA. | ||
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The downside of MSAA is that it only operates on edges. This is because MSAA | ||
increases the number of *coverage* samples, but not the number of *color* | ||
samples. However, since the number of color samples did not increase, fragment | ||
shaders are still run for each pixel only once. As a result, MSAA will **not | ||
affect** the following kinds of aliasing in any way: | ||
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- Aliasing *within* nearest-neighbor filtered textures (pixel art). | ||
- Aliasing caused by custom 2D shaders. | ||
- Specular aliasing when using Light2D. | ||
- Aliasing in font rendering. | ||
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MSAA can be enabled in the Project Settings by changing the value of the | ||
**Rendering > Anti Aliasing > Quality > MSAA 2D** setting. It's important to change | ||
the value of the **MSAA 2D** setting and not **MSAA 3D**, as these are entirely | ||
separate settings. | ||
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Comparison between no antialiasing (left) and various MSAA levels (right). The | ||
top-left corner contains a Line2D node, the top-right corner contains 2 | ||
TextureProgressBar nodes. The bottom contains 8 pixel art sprites, with 4 of | ||
them touching the edges (green background) and 4 of them not touching the edges | ||
(Godot logo): | ||
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.. image:: img/antialiasing_msaa_2x.png | ||
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.. image:: img/antialiasing_msaa_4x.png | ||
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.. image:: img/antialiasing_msaa_8x.png |
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2d_meshes | ||
custom_drawing_in_2d | ||
2d_sprite_animation | ||
2d_antialiasing |
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.. _doc_3d_antialiasing: | ||
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3D antialiasing | ||
=============== | ||
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.. Images on this page were generated using the project below | ||
.. (except for `antialiasing_none_scaled.png`): | ||
.. https://github.com/Calinou/godot-antialiasing-comparison | ||
.. seealso:: | ||
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||
Godot also supports antialiasing in 2D rendering. This is covered on the | ||
:ref:`doc_2d_antialiasing` page. | ||
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Introduction | ||
------------ | ||
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Due to their limited resolution, scenes rendered in 3D can exhibit aliasing | ||
artifacts. These artifacts manifest in the form of a "staircase" effect on | ||
geometry edges, but also with reflective surfaces flickering in and out | ||
(specular aliasing). | ||
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In the example below, you can notice how | ||
edges have a blocky appearance. The vegetation is also flickering in and out, | ||
and thin lines on top of the box have almost disappeared: | ||
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.. figure:: img/antialiasing_none_scaled.png | ||
:alt: Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable. | ||
:align: center | ||
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Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable. | ||
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To combat this, various antialiasing techniques can be used in Godot. These are | ||
detailed below. | ||
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Multisample antialiasing (MSAA) | ||
------------------------------- | ||
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This technique is the "historical" way of dealing with aliasing. MSAA is very | ||
effective on geometry edges (especially at higher levels). MSAA does not | ||
introduce any blurriness whatsoever. | ||
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MSAA in available in 3 levels: 2×, 4×, 8×. Higher levels are more effective at | ||
antialiasing edges, but are significantly more demanding. In games with modern | ||
visuals, sticking to 2× or 4× MSAA is highly recommended as 8× MSAA is usually | ||
too demanding. | ||
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The downside of MSAA is that it only operates on edges. This is because MSAA | ||
increases the number of *coverage* samples, but not the number of *color* | ||
samples. However, since the number of color samples did not increase, fragment | ||
shaders are still run for each pixel only once. Therefore, MSAA does not reduce | ||
transparency aliasing for materials using the **Alpha Scissor** transparency | ||
mode (1-bit transparency). MSAA is also ineffective on specular aliasing. | ||
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To mitigate aliasing on alpha scissor materials, alpha antialiasing (also called | ||
*alpha to coverage*) can be enabled on specific materials in the | ||
StandardMaterial3D or ORMMaterial3D properties. This only has an effect when | ||
MSAA is used (with any level). Alpha to coverage has a moderate performance | ||
cost, but it's very effective at reducing aliasing on transparent materials | ||
without introducing any blurriness. | ||
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MSAA can be enabled in the Project Settings by changing the value of the | ||
**Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to change | ||
the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely | ||
separate settings. | ||
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Comparison between no antialiasing (left) and various MSAA levels (right). | ||
Note that alpha antialiasing is not used here: | ||
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.. image:: img/antialiasing_msaa_2x.png | ||
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.. image:: img/antialiasing_msaa_4x.png | ||
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.. image:: img/antialiasing_msaa_8x.png | ||
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Temporal antialiasing (TAA) | ||
--------------------------- | ||
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*This is only available in the Clustered Forward backend, not the Forward Mobile | ||
or Compatibility backends.* | ||
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Temporal antialiasing works by *converging* the result of previously rendered | ||
frames into a single, high-quality frame. This is a continuous process that | ||
works by jittering the position of all vertices in the scene every frame. This | ||
jittering is done to allow for antialiasing to work when the camera isn't | ||
moving, and is generally unnoticeable. | ||
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This technique is commonly used in modern games, as it provides the most | ||
effective form of antialiasing against specular aliasing and other | ||
shader-induced artifacts. TAA also provides full support for transparency | ||
antialiasing. | ||
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TAA introduces a small amount of blur when enabled in still scenes, but this | ||
blurring effect becomes more pronounced when the camera is moving. Another | ||
downside of TAA is that it can exhibit *ghosting* artifacts behind moving | ||
objects. Rendering at a higher framerate will allow TAA to converge faster, | ||
therefore making those ghosting artifacts less visible. | ||
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Temporal antialiasing can be enabled in the Project Settings by changing the | ||
value of the **Rendering > Anti Aliasing > Quality > Use Taa** setting. | ||
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Comparison between no antialiasing (left) and TAA (right): | ||
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.. image:: img/antialiasing_taa.png | ||
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Fast approximate antialiasing (FXAA) | ||
------------------------------------ | ||
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*This is only available in the Clustered Forward and Forward Mobile backends, | ||
not the Compatibility backend.* | ||
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Fast approximate antialiasing is a post-processing antialiasing solution. It is | ||
faster to run than any other antialiasing technique and also supports | ||
antialiasing transparency. However, since it lacks temporal information, it will | ||
not do much against specular aliasing. | ||
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This technique is still sometimes used in mobile games. However, on desktop | ||
platforms, FXAA generally fell out of fashion in favor of temporal antialiasing, | ||
which is much more effective against specular aliasing. Nonetheless, exposing FXAA | ||
as an in-game option may still be worthwhile for players with low-end GPUs. | ||
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FXAA introduces a moderate amount of blur when enabled (more than TAA when | ||
still, but less than TAA when the camera is moving). | ||
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FXAA can be enabled in the Project Settings by changing the | ||
value of the **Rendering > Anti Aliasing > Quality > Screen Space AA** setting to | ||
**FXAA**. | ||
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Comparison between no antialiasing (left) and FXAA (right): | ||
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.. image:: img/antialiasing_fxaa.png | ||
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Supersample antialiasing (SSAA) | ||
------------------------------- | ||
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*This is only available in the Clustered Forward and Forward Mobile backends, | ||
not the Compatibility backend.* | ||
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Supersampling provides the highest quality of antialiasing possible, but it's | ||
also the most expensive. It works by shading every pixel in the scene multiple | ||
times. This allows SSAA to antialias edges, transparency *and* specular aliasing | ||
at the same time, without introducing potential ghosting artifacts. | ||
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The downside of SSAA is its *extremely* high cost. This cost generally makes | ||
SSAA difficult to use for game purposes, but you may still find supersampling | ||
useful for :ref:`offline rendering <doc_creating_movies>`. | ||
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Supersample antialiasing is performed by increasing the **Rendering > Scaling 3D | ||
> Scale** advanced project setting above ``1.0`` while ensuring | ||
**Rendering > Scaling 3D > Mode** is set to **Bilinear** (the default). | ||
Since the scale factor is defined per-axis, a scale factor of ``1.5`` will result | ||
in 2.25× SSAA while a scale factor of ``2.0`` will result in 4× SSAA. | ||
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Comparison between no antialiasing (left) and various SSAA levels (right): | ||
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.. image:: img/antialiasing_ssaa_2.25x.png | ||
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.. image:: img/antialiasing_ssaa_4x.png | ||
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.. warning:: | ||
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Supersampling also has high video RAM requirements, since it needs to render | ||
in the target resolution then *downscale* to the window size. For example, | ||
displaying a project in 3840×2160 (4K resolution) with 4× SSAA will require | ||
rendering the scene in 7680×4320 (8K resolution), which is 4 times more | ||
pixels. | ||
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If you are using a high window size such as 4K, you may find that increasing | ||
the resolution scale past a certain value will cause a heavy slowdown (or | ||
even a crash) due to running out of VRAM. | ||
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Screen-space roughness limiter | ||
------------------------------ | ||
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*This is only available in the Clustered Forward and Forward Mobile backends, | ||
not the Compatibility backend.* | ||
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This is not an edge antialiasing method, but it is a way of reducing specular | ||
aliasing in 3D. | ||
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The screen-space roughness limiter works best on detailed geometry. While it has | ||
an effect on roughness map rendering itself, its impact is limited there. | ||
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The screen-space roughness limiter is enabled by default; it doesn't require | ||
any manual setup. It has a small performance impact, so consider disabling it | ||
if your project isn't affected by specular aliasing much. | ||
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Texture roughness limiter on import | ||
----------------------------------- | ||
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Like the screen-space roughness limiter, this is not an edge antialiasing | ||
method, but it is a way of reducing specular aliasing in 3D. | ||
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Roughness limiting on import works by specifying a normal map to use as a guide | ||
for limiting roughness. This is done by selecting the roughness map in the | ||
FileSystem dock, then going to the Import dock and setting **Roughness > Mode** | ||
to the color channel the roughness map is stored in (typically **Green**), then | ||
setting the path to the material's normal map. Remember to click **Reimport** | ||
at the bottom of the Import dock after setting the path to the normal map. | ||
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Since this processing occurs purely on import, it has no performance cost | ||
whatsoever. However, its visual impact is limited. Limiting roughness on import | ||
only helps reduce specular aliasing within textures, not the aliasing that | ||
occurs on geometry edges on detailed meshes. | ||
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Which antialiasing technique should I use? | ||
------------------------------------------ | ||
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**There is no "one size fits all" antialiasing technique.** Since antialiasing is | ||
often demanding on the GPU or can introduce unwanted blurriness, you'll want to | ||
add a setting to allow players to disable antialiasing. | ||
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For projects with a photorealistic art direction, TAA is generally the most | ||
suitable option. While TAA can introduce ghosting artifacts, there is no other | ||
technique that combats specular aliasing as well as TAA does. The screen-space | ||
roughness limiter helps a little, but is far less effective against specular | ||
aliasing overall. | ||
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For projects with a low amount of reflective surfaces (such as a cartoon | ||
artstyle), MSAA can work well. MSAA is also a good option if avoiding blurriness | ||
and temporal artifacts is important, such as in competitive games. | ||
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When targeting low-end platforms such as mobile or integrated graphics, FXAA is | ||
usually the only viable option. 2× MSAA may be usable in some circumstances, | ||
but higher MSAA levels are unlikely to run smoothly on mobile GPUs. | ||
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Godot allows using multiple antialiasing techniques at the same time. This is | ||
usually unnecessary, but it can provide better visuals on high-end GPUs or for | ||
:ref:`non-real-time rendering <doc_creating_movies>`. For example, to make | ||
moving edges look better when TAA is enabled, you can also enable MSAA at the | ||
same time. |
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