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MSAA + Alpha to Coverage

Hi there,
It seems that in UE5 when using MSAA I’m not seeing the opacity mask stepping through values as it does using alpha to coverage in UE4, and instead it’s acting like it would using TAA.

UE4 (forward renderer and MSAA enabled)

Same project switched to using UE5

Not sure if this has moved into a material setting or not, any guidance is appreciated!