@cman2k I think we’re close to a solution. I can see the master material is too aggressive in the alpha clip value. It’s set to 0.0 from its default 0.333.
A setting of anything below 0.333 results in visible pixels so the defaults seems to be best. It is, however, also tied directly into the pattern alpha for the fur itself, so altering this heavily affects how thick the strands of fur are. The more you want to clip the glitchy pixels, the thinner the fur becomes.
I’m gonna admit it, I still feel like something’s off on this. 0 clip should work and a black alpha shouldn’t show pixels no matter what.
I also forgot that I don’t have dithered alpha checked and the material is set to masked. It’s bitmap, 0-1, on-off all the way.
I’ve tried every AA method. None, FXAA and TemporalAA. They cause varying dither patters, but that’s all.
Lastly, it’s not the end of the world and it doesn’t truly break anything so this is just a small hitch imo. I can counter it fairly effectively givne the lucky fact that we have access to Opacity Mask Clip Value within the Material Property Overrides of each Material Instance. So fixing the bee thins out my rats now only if I fix it in the master material.