I have no idea how this works. I love it.
There’s a setting in the material details that may help:

I’m not sure if that will actually help, but it may point you in the right direction. If it’s possible, try changing the priority. I’m 90% sure all post-processing happens after the base post processing pass, but you never know.
Actually, maybe this will help:
try changing your sample texture from PostProcessInput0 (which is after the AA) to Base Colour or Diffuse Colour. I’m pretty sure those happen before AA ![]()
As for scaling luminance, I don’t even know what that means (I am not smart). If you’re wanting to change the bias at which the HalfTone swaps between black and white, that’s the scalar value you currently have set to 0.1 in the ‘b’ input of the if statement. setting that to 0.5 would be a ‘balanced’ halftone.
if you’re trying to avoid the eye adaptation for the halftone, then setting the first screenshot to ‘before tonemapping’ would help a lot.
