# Anti-aliasing The **Anti-aliasing** effect softens the appearance of edges in your scene. To do this, it surrounds the edge with similar points of color. This reduces the jagged effect caused by [aliasing](https://en.wikipedia.org/wiki/Aliasing). ![](images/screenshot-antialiasing.png) The Post-processing anti-aliasing algorithms are image-based, which is useful when support for traditional multisampling is not available, such as the [deferred rendering](https://docs.unity3d.com/Manual/RenderTech-DeferredShading.html) path. You can configure the rendering settings in the [Quality settings](https://docs.unity3d.com/Manual/class-QualitySettings.html) window. The Post-processing stack offers the following anti-aliasing modes: - [**Fast Approximate Anti-aliasing (FXAA)**](#fast-approximate-anti-aliasing); a fast algorithm for mobile and platforms that don’t support motion vectors. - [**Subpixel Morphological Anti-aliasing (SMAA)**](#subpixel-morphological-anti-aliasing); a high-quality but slower algorithm for mobile and platforms that don’t support motion vectors. - [**Temporal Anti-aliasing (TAA)**](#temporal-anti-aliasing); an advanced technique which requires motion vectors. Ideal for desktop and console platforms. Each mode is set per-camera in the **Post-process Layer** component. ## Fast Approximate Anti-aliasing (FXAA) **FXAA** is the most efficient anti-aliasing technique. It's ideal for mobile and other platforms that don’t support motion vectors, which are required for **Temporal Anti-aliasing**. ![](images/aa-1.png) ### Properties | Property | Function | | :--------- | :----------------------------------------------------------- | | Fast Mode | Enable **Fast Mode** for a lower quality but faster variant of FXAA. This option is ideal for mobile platforms. | | Keep Alpha | Enable **Keep Alpha** to keep the alpha channel untouched by post-processing. If Keep Alpha is disabled, Unity uses the alpha channel to store internal data used to speed up and improve visual quality. | ### Performance Enable `Fast Mode` if you are developing for mobile devices to get a performance boost. It will also provide a small boost for consoles. `Fast Mode` does not provide any extra benefits for desktop GPUs. In this case regular mode should be used for added visual quality. ### Requirements - Shader Model 3 ## Subpixel Morphological Anti-aliasing (SMAA) **SMAA** is a higher quality anti-aliasing effect than **FXAA** but it's also slower. Depending on the art-style of your game it can work as well as **Temporal Anti-aliasing** while avoiding some of the shortcomings of this technique. ![](images/aa-2.png) ### Properties | Property | Function | | :-------- | :------------------------------------------------ | | Quality | Set the overall quality of the anti-aliasing filter. | ### Performance Lowering the `Quality` setting makes the effect run faster. Do not use **SMAA** on mobile platforms. ### Known issues and limitations - SMAA doesn't support AR/VR. ### Requirements - Shader Model 3 ## Temporal Anti-aliasing (TAA) **TAA** is an advanced anti-aliasing technique where frames are accumulated over time in a history buffer to be used to smooth edges more effectively. It is substantially better at smoothing edges in motion but requires motion vectors and is more expensive than **FXAA**. It is ideal for desktop and console platforms. ![](images/aa-3.png) ### Properties | Property | Function | | :------------------- | :------------------------------------------------------------ | | Jitter Spread | Set the diameter (in texels) over which Unity spreads jitter samples. Smaller values result in crisper but a more aliased output. Larger values result in more stable but blurrier output. | | Stationary Blending | Set the blend coefficient for stationary fragments. This setting controls the percentage of history sample blended into final color for fragments with minimal active motion. | | Motion Blending | Set the blending coefficient for moving fragments. This setting controls the percentage of history sample blended into the final color for fragments with significant active motion. | | Sharpness | Set the sharpness to alleviate the slight loss of details in high frequency regions which can be caused by TAA. | ### Known issues and limitations - Not supported on GLES2 platforms. - [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.5/manual/index.html) does not support Temporal Anti-aliasing. ### Requirements - Motion vectors - Depth texture - Shader Model 3