From the course: Unity: Building VR User Interfaces
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Sampling and antialiasing - Unity Tutorial
From the course: Unity: Building VR User Interfaces
Sampling and antialiasing
- Here we are in VR. My left hand, I have my pallet UI with my anti-aliasing and render scale options. My left hand, I have a pointer. All right, let's go talk about these options. I'm going to start with anti-aliasing. I'm sure you're already familiar with the term, but aliasing is kind of what's happening on the edge of the geometry here and in the world. Now it's good to note that aliasing happens only on the edge of geometry in Unity, and therefore anti-aliasing is only going to be working on the edge of these geometries. But if you take a look at our panel, you can see that the buttons that we applied, the two pixel padding to are looking pretty good. I'd highly recommend this method of cheap anti-aliasing for low performance costs. For any of the UI that you can put on your canvas, On the bottom here, we can start to see the anti-aliasing on these buttons. Let's press anti-aliasing level two. So that's two…
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Contents
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A true UI paradigm shift3m 20s
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Setting up a palette6m 36s
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Adding buttons to your palette5m 50s
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Finishing up laying out the palette4m 30s
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Adding visual fidelity functionality3m 57s
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Sampling and antialiasing4m 6s
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Haptic feedback3m 26s
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