This form of AA works by randomly sampling the geometry framebuffer within a pixel rather than sampling the geometry framebuffer at the pixel center. Due to persistence of vision successive frames appear blended. As a result the user just sees a smooth image with less jaggies, whereas temporal anti-aliasing adds additional processing steps by jittering and blending a sequence of frames, this anti-aliasing achieves a smooth image with zero impact to performance & no temporal motion issues.
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For single player games use REST addon in order to ignore the UI of the game.
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Pair this with a post-process AA like SMAA or CMAA2 (both by MartyMCModding, his versions are more optimized). Make sure other AA methods go before (above) this shader. Optionally you can also add sharpening after all the shaders if you want, but the more shaders you put on the higher the overhead is.
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Default value is 0.45, higher values increase anti-aliasing but also makes the noise more visible, lower values decrease anti-aliasing but reduce noise. Too high and the noise on edges becomes more distracting than the aliasing would've been. The optimal value for you depends on your resolution & preference.
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This shader is very performance friendly
Cons: Doesn't do as much on simple geomtric edges.
Pros: Reduces spurious pixels/aliasing on complex shapes (which other post-process AA's can't/don't do well).
This shader sharpens only edges, unlike typical sharpening filters that do the inverse or sharpen everything. It's useful when you want outlines or edges to stand out more. It also includes an optional pixelation effect that mimics the look of aliasing, as if the game were running without anti-aliasing. Both the edge sharpening and pixelation features can be used separately or together.
This shader reduces microcontrast, helping soften overly harsh textures that result from artificial clarity boosts (forced sharpening) or excessive detail enhancement that can occur with ML-based TAA methods like DLSS 4.
If you need help, join my personal Discord server or the Motion Clarity discord or the r/MotionClarity subreddit
Inspiration: All code in this shader is original however the inspiration for the ASAA shader was from ShaderToy Stochastic anti-aliasing & Github Gaussian anti-aliasing, the reason I use the word inspired specifically is because recreating these effects in ReShade are impossible, at least not without an addon so my version is far too different to be called the same or to do these versions justice.