How to avoid Post process Texture Tiling?

i made render target to draw Shade(Like FOW)

project it z axis using WorldAligndTexture and i used it as PostProcess Mask

but when i did it, it repeat because of Limited Texture size

i tried to set Aligned node’s Texture size very big, but not enough (or i did wrong number…? i set it Size of PostProcess Volume)

any advice would be appreciate.

Thank you for read!

Did you clamp the tiling of your render target?

338181-clamp.png

yes i did, i’m guessing i should adjust UV of Render target sample But currently have no fine results

i found i did wrong texture size scale. thank you