We’re displaying a translucent plane on the scene (texture with alpha). Is there any way (including changing the engine code) to exclude TemporalAA for this plane but have TemporalAA for the translucent areas? I wanted to get the stencil buffer & masking it plane’s textures’s alpha channel, and somehow avoid all post-processing in that mask, but the translucent material does not write to stencil buffer. (or may be I am missing something). Also, responsive AA does not help, because the pixels behind the translucent section also not getting the temporalAA effect. (the plane is big enough almost to fill entire screen.)
is there anyone who can answer this?