Method to get Smooth Pixel Perfect on 3d rendering

First off thank you for your work, it’s much appreciated.
I tried for a long while to solve the pixel jitter but gave up since the Orthographic renderer was so bad before the 5.3 update. I used parts of your code (a fixed top down camera, 45°, no zoom/rotation) and migrated to 5.5.2 without any issues.
I do however have a question. Setting the camera nearer, in my case 1500u, allows for good shadow details and sw lumen to run with good performance.
This however introduces clipping.
I can adjust the camera near plane clipping to a negative value and avoid mesh and shadow clipping.
But when rendering trough the scene capture component no changes I make to clipping plane settings makes any difference. The near clipping plane stays fixed and all meshes and shadows gets clipped when moving along the X-axis far enough.

Have you had any luck with this?

The simple solution is of course to raise the camera and lose shadow details and lumen not rendering well. I feel this should be easily fixable since it works on the camera.

1 Like

Hey thanks for the comment !

I’ve made a improved version with better shadows resolution and distance to the point where I didn’t see any change when setting the camera close to the player or away from it and the only zoom option only zoom on the scene capture material it does not move to camera itself (in order to keep the pixel ration when zooming).

But maybe you need to set the near clip plane for the camera and the scene capture? Let me know what you tried

Thanks again!

1 Like

I’ve gone trough all possible settings and for the scene capture component the settings seems to not do anything in regards to the clipping plane. I assume this is a bug or related to the fixes they did with the camera jitter issues in 5.4

I’ve submitted a bug report and will let it rest for now.