Based on the prior thread SMAA – Subpixel Morphological Antialiasing integration from 2016, I took a stab at getting SMAA integrated into the current version of the engine. Thank you, Leszek Godlewski, for a reference point to work from.
I’d tried turning it into a plugin, but the subpixel jitter for temporal AA’s doesn’t play nice with SMAA, so that effort became this Pull Request for ue5-main. Alternatively if you want to play with it now, my branch on GitHub should be accessible, but may not build.
I’ve probably broken the reference implementation a little as I found that the gbuffer world normal gives better edge masks than luminance or scene colour, so that’s the default for this implementation.
It’s also really dependent on exposure and brightness which is far from how it’s supposed to work. It’s been useful for some side by side comparisons but can’t be used for non-controllable project.