Hi, we have 3D widgets in our game that are similar to the ones in Dead Space. They use a variant of the WidgetVRPassThrough Material. But it is set to translucent and the Translucency Pass is set to “After Motion Blur” so that we get readable text. For some reason this causes some big artefacts to appear behind the widget surfaces. Maybe because of light value differences?
Is there a way to fix this?


