could you share your shader code?
you probably are calculating the difference between two pixels, and that creates outlines.
or maybe you should clamp the depth to a value.
For anyone who sees this in the future the solution was to move the depth portion of the post process material to the blend location: “Scene Color Before DOF”
I believe it removes the outlines due to being executed before TAA, though I did have some additional issues with auto exposure using this method.
great work, sorry i checked the code but could not think of a solution.
that seems to be a good idea.



