Unity3D: Drawing particles after AA resolve for performance
问题 I'm trying to gauge the effect of MSAA on scenes with lots of particles in Unity. To do that, I'd need to: Draw all non-particle objects in the scene with 8x MSAA Use the resolved depth buffer from the previous pass to render all the non-occluded particle systems onto a smaller render target. Alpha Blend the color buffer of (2) with (1) I'm looking at the post-processing effects to get a sense of what i might need to do, but none of them use the depth buffer from a previous pass to affect the