How to stop temporal anti aliasing for a toon shader

Hi so im trying to build a toon shader for a short game im making but i keep getting this flickering that just looks awful
What i have set up so far is the unreal VR template for unreal 5. Ive followed the unreals live stream for setting up the black line on the toon shader and then followed another video for the colour. In the unreals live stream they mention this flickering and say set matirial blend location to be before tonemapping. I have it set to that ive also went into the render settings and turend off anti aliasing in the default settings and in the mobile settings as i seen it up there too. I cant remember where i seen this info but the default vr template has forward shading and i was told to turn that off as well but i still have the flickering problem.
Admitadly im a little out of my feild here im trying something new i havent touched before so if anyone has any advice on what i can to to solve this that would be much appreciated

The flickering should stop when you disable the Anti Aliasing, setting it to none. Toon shaders tend to flicker and cause strange and unwanted banding unless you also set the blend location to Before Tonemapping.

Perhaps the way you have constructed your toon shading is faulty? Here is a link to one of the Toon shaders I have created: Cel Shader - YouTube. Looking at my video, I can’t notice what you are experiencing. Yes, this has been tested on the 5.1 version of Unreal Engine as well.

Thankyou for the advice i actully just solved my problem messing around with shadows and global illumination fixed it. But the video looks good i may have to go back and try it that way thankyou for the advice again

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