Colors are "ghosting" after using post processing stencil - UE5

For my scene I wanted it in black and white, except red tones show through. In order to do that I made a custom post processing stencil where if I make that object not effected by it. (Video I referenced - https://www.youtube.com/watch?v=nrN4LxY_J7k&ab_channel=TheGameDevChannel)

However the objects seem to be “ghosting” through a non-effected objects like the image below- an outline of the object is projecting though. It seems to be doing it for object that have color (if I make it saturation 0 it fixes) but wanted to see if there was a better fix than going though every object to desaturate to not trigger it.

This is most likely related to Temporal AA. Try changing the blendable location of the material to “Before Tonemapping.”

Thank you for your response! If I understood your answer correctly, I changed it but unfortunately didn’t seem to work :frowning:

Ah okay I see what is happening. You will need to sample the custom depth buffer in addition to the stencil buffer and compare it to the regular pixel depth to determine what pixels are obscured and mask them out.

That fixed it, thank you so much!!

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