Set custom depth stencil pass to enabled with stencil
Create a new material with a base color input of 0.1
Create an unbound post process volume using the post process material.
Create some spheres and place them in a similar manner to what’s shown below. Enable custom depth on them and set their custom depth stencil value to 254. Apply the material we made previously to them to improve visibilty of the effect.
Could you provide a sample project that shows the behavior you’re seeing. When following your reproduction steps, I don’t see any difference in the spheres between steps 7 and 9. Additionally, this issue seems to be mentioned at the bottom of the download page you linked. As mentioned there, can you try replacing the occlusion test with the setup provided ?
Just toggle between MSAA and FXAA/TAA, and the issue should appear.
The posts from the material’s page are mine, as is the workaround which I found after I made this post. However the workaround is noticeably less accurate and doesn’t fully solve the issue.
This is a screenshot taken from another project. One under MSAA, the other under FXAA, while using the post process material below. The depth comparison produces entirely different (incorrect) results under MSAA.
Sorry for the delayed response. I have entered a report based on the sample project you provided: Unreal Engine Issues and Bug Tracker (UE-49851) . You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.
+1 I would kindly appreciate an brief explanation on why this is marked as “won’t fix.” And ideally any information regarding an alternative approach for using MSAA and custom depth would be great.