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- .. _doc_2d_antialiasing:
- 2D antialiasing
- ===============
- .. Images on this page were generated using the project below
- .. (except for `antialiasing_none_scaled.webp`):
- .. https://github.com/Calinou/godot-antialiasing-comparison
- .. seealso::
- Godot also supports antialiasing in 3D rendering. This is covered on the
- :ref:`doc_3d_antialiasing` page.
- Introduction
- ------------
- 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.
- In the example below, you can notice how
- edges have a blocky appearance:
- .. figure:: img/antialiasing_none_scaled.webp
- :alt: Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable.
- :align: center
- Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable.
- To combat this, Godot supports several methods of enabling antialiasing on 2D rendering.
- Antialiasing property in Line2D and custom drawing
- --------------------------------------------------
- This is the recommended method, as it has a lower performance impact in most cases.
- 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.
- 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.
- 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.
- Multisample antialiasing (MSAA)
- -------------------------------
- *This is only available in the Forward+ and Mobile renderers, not the
- Compatibility renderer.*
- 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:
- - 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.
- 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:
- - Aliasing *within* nearest-neighbor filtered textures (pixel art).
- - Aliasing caused by custom 2D shaders.
- - Specular aliasing when using Light2D.
- - Aliasing in font rendering.
- MSAA can be enabled in the Project Settings by changing the value of the
- :ref:`Rendering > Anti Aliasing > Quality > MSAA 2D<class_ProjectSettings_property_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.
- 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):
- .. image:: img/antialiasing_msaa_2x.webp
- .. image:: img/antialiasing_msaa_4x.webp
- .. image:: img/antialiasing_msaa_8x.webp
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