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After reviewing the issue and the impact it has on our users our team has decided that this case will be resolved as "Won't Fix".This does not mean that the issue isn’t a legitimate bug, but instead that we are not able to prioritize the fix, at this time. The case will now be closed, and will not be reopened unless new information arises that would change the issue’s impact. Please let us know if you have additional information relating to the severity of this bug.
2022.2 release is out and we will offset support for tech stream 2022.1.
This issue is not a high user pain or regression. We will not backport the issue resolution to 2021. If you feel like this is a blocking issue for you project, please be welcome to add additional information so we can re-triage the issue and re-evaluate it's priority for a backport.
SMAA on mobile has degraded quality compared to desktop.
Setting "Use full sampler precision by default, lower precision explicitly declared" in the project settings makes the issue disappear
Reproduction steps:
1. Open the URP template
2. Set the build target to iPhone
3. Make sure that "Project Settings" -> Player -> iOS -> "Other Settings" -> "Shader Settings" -> "Shader precision model" is set to "Use platform defaults for sampler precision" ( if not available do nothing)
4. Build for iOS
5. Capture screenshot (preferably via Xcode Metal capture, as that won't resample the image)
Expected result:
SMAA output is mostly equivalent to Play Mode on Mac. The capture at step 5 is identical to a build where step 3 were set to "Use full precision by default, lower precision explicitly declared"
Actual result:
SMAA edges are jagged, output is different (regressed) with sampler precision set to default from desktop and from forced full precision
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