I have a pretty standard custom mask post process material using the custom depth buffer. The purpose is to give a highlighted color on certain objects. As I wanted this to function like a UI element, I did not want that emissive color to cast light or reflections in the actual game world. I got it working like so:
But when changing the anti-aliasing method from FXAA to TAA or TSR, I instead get this result:
I’m not sure if this is considered a problem or not, but it seemed like an undesired side-effect. I wouldn’t expect anti-aliasing methods to change world space reflections.
Here is my material setup for reference: