Hello,
For a first-person game, I’m using a Masked, Two Sided material to make the character’s head invisible to the camera, while still allowing it to cast shadows on the ground, thanks to the ShadowPassSwitch node.
The issue is that, although the material is completely invisible, it generates isolated pixel lines in the VelocityParallel, which affect the motion blur, creating many glitches in the rendering.
I was able to retrieve the data via RenderDoc: FRDGBuilder->Scene->Scene->VelocityParallel.
The material used for the arms and the invisible head are not the same.
Aside from disabling motion blur, I can’t find a way to exclude the material from the VelocityParallel pass or avoid the creation of these isolated pixels.
Do you have any idea what might be causing this and how to resolve it?