Hi, could you connect ScreenAlignedUVs to a Customized UV in a material and see if it helps? That way UV computation will be done in a vertex shader instead of pixel shader. And floating point precision is way better in vertex shader.
Hi, could you connect ScreenAlignedUVs to a Customized UV in a material and see if it helps? That way UV computation will be done in a vertex shader instead of pixel shader. And floating point precision is way better in vertex shader.