I have a widget component rendering a widget. I then take its render target and shoved it into a texture parameter of an MID to attach it to the steering wheel mesh. Since TSR / TAA is enabled, when the number changes it looks very smearing / blurry.
Setting the material to translucent and set the translucent pass to After Motion Blur solves the problem, but when I turn the steering wheel the texture renders on top of the driver’s hand, which is not ideal.
Is there any other way that I can make it ignore anti aliasing without making it render on top of other things?
You can depth test it yourself in the material by comparing the pixel depth to the scene depth and using that to determine if the surface is occluded, and set the occluded pixels opacity to 0.
But if you’re in 5.7, you should not be fixing this by disabling depth testing. You should look at the new material nodes specifically built to resolve with this issue: https://www.youtube.com/watch?v=KYmd_LNlw2c&t=879s
Thanks man, using the Temporal Responsiveness material node did it for me!
