Hey guys
we worked on a new feature for our SSAA tool which you can use to make
really nice screenshots in Unity
The cool thing is that you can work as usual on your scene in a small Unity workspace window,
but take a screenshot in the size and format you want any time.
So you could be working in 550 x 550 and then make a p.Ex. 4000 × 2000 picture in
21:9 Cinema Widescreen the next second. The best thing is that the screenshot is
4x Super Sampled on top (which would be rendered at 16000 x 8000 then downscaled in this case), for insane image quality. You can go as high as your GPU allows.
Here is a screenshot we made, its only 2880x1620 but thats because the scene looks best from afar ; ) the assets don't hold up close but thats unrelated. You can see the edges, general image sharpness and texture sampling is outstanding.
> https://hostr.co/file/tGwIJzldhHLQ/High-res-screen6.png We tested up to 8K (final res) with 3GB vram,
with a titan you could likely be making 16-32k images but not 100% sure.
To get an impression what SSAA alone does in realtime:
The Ultra Screenshot feature is part of our SSAA for Unity, which is currently on Sale for just 13 bucks or so.
The update is actually not live yet, but should be there like today or tomorrow, really any day. https://www.assetstore.unity3d.com/en/#!/content/37214 Figured this might be interesting!
Replies
Sounds like a strange request, but is there any way you can remove all filtering, compression, and mipping from all textures?
If you want to have sharp pixel style textures, set your filtering to point (which is nearest neighbor, so no interpolation) the texture setting to automatic truecolor (uncompressed but large file size) and mip mapping can be turned off too if you set the texture type to advanced.
Unity is so 2010 ... unbelievable.
I've always personally wanted these things for an ultra-screenshot tool I've always wanted these things but have never managed to successfully convince anyone.
;/
@Jacque - I see, you can set mip mapping globally, but not make textures uncompressed thats true. Well SSAA improves your textures so much that you would not gain any noticeable difference from doing these things either way.
http://gigapan.com/gigapans/24413 (disclaimer: I was still young, immature and newbie (arguably still so) so ignore the description, also fail at not turning off the DoF! I'm actually surprised I could still find it (the image) tbh)
The SSAA looks interesting, but how much does it cost performance wise vs the other methods in Unity?
In your case you had the high res screenshots (similar to how people used to make them in Unreal 3) but not have them Super Sampled on top which is one of the key things. How were the dimensions of that image actually ? Our function was not really meant to break size records or something, not sure where the limits are within Unity. We made a 8k screenshot that was ssampled from 16k on a 3GB ATI card.
The realtime SSAA effect can be scaled linearly, it is expensive but you can make it cost as much as your PC allows / you want. You can actually even go negative for increased FPS and lower quality.
Actually I will load the blacksmith demo and try how high I can go with my 6GB 980 Ti.