const renderer = new WebGPURenderer({antialias:true,forceWebGL:true})
const postProcessing = new PostProcessing(this.renderer);
const scenePass = pass(this.scene, this.camera);
postProcessing .outputNode = scenePass;
I couldn’t find an example on how to use MSAA anti aliasing when using post-processing and web GPU renderer
I think you just set .samples = something > 1 on the rendertarget, (or rendertargets in the context of postprocessing)
https://threejs.org/docs/#api/en/renderers/WebGLRenderTarget
If you set antialias
to true
with WebGPURenderer
, this will affect post processing. There is also a separate samples
parameter that allows to define the sample count. It is 0
by default but when using antialias: true
, 4
is used.
Apart from that, there is an open issue that MSAA with PassNode
isn’t supported for the WebGL 2 backend yet. That is a know issue and a TODO on our list.
It sounds like I can only use FXAA at the moment. When will the problem with WebGL MSA be resolved ?
You can choose between FXAA, SMAA and SSAA. There is also an experimental TRAA pass.
Sorry, I don’t know that.