Subpixel Morphological Anti-Aliasing (SMAA) post-process pass for use with the
RenderingPipeline. A drop-in alternative to FxaaPass: it detects
edges by colour discontinuity and reconstructs anti-aliased silhouettes using
precomputed area/search lookup tables, giving noticeably cleaner long edges on
opaque geometry than FXAA, with less detail blurring.
SMAA operates in linear space and must run before the OutputPass (i.e.
before tone-mapping / output-encoding), exactly like FxaaPass.
Like all morphological techniques it cannot recover sub-pixel features (e.g.
1px WebGL lines that fall between samples) — use TAAPass for those.
This wraps the well-tested SMAA shaders and lookup textures from three-stdlib
and drives the three sub-passes (edge detection, blend-weight calculation,
neighbourhood blending) through the pipeline's FullscreenRenderer,
compositing the result back into the shared buffer in place.
Subpixel Morphological Anti-Aliasing (SMAA) post-process pass for use with the RenderingPipeline. A drop-in alternative to FxaaPass: it detects edges by colour discontinuity and reconstructs anti-aliased silhouettes using precomputed area/search lookup tables, giving noticeably cleaner long edges on opaque geometry than FXAA, with less detail blurring.
SMAA operates in linear space and must run before the OutputPass (i.e. before tone-mapping / output-encoding), exactly like FxaaPass.
Like all morphological techniques it cannot recover sub-pixel features (e.g. 1px WebGL lines that fall between samples) — use TAAPass for those.
This wraps the well-tested SMAA shaders and lookup textures from
three-stdliband drives the three sub-passes (edge detection, blend-weight calculation, neighbourhood blending) through the pipeline's FullscreenRenderer, compositing the result back into the shared buffer in place.See