Material's DitherTemporalAA node results in rasterized shadow when its shadow is occluded by the character

Hi, I use the DitherTemporalAA node to control the “transparency” of a Masked material when my character is occluded by objects with this material.

But when the parameter EFadeWeight is not zero and my character is between the object and its shadow, the shadow gets disappeared and seems like rasterized.

image

How could I have my character not affect the object’s shadows?

Try a shadow pass switch and having the shadow be completely opaque.

Many thanks!

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