@Rectus_SA Did you get any more progress on this?
Nope, haven’t looked at it. Not sure if there is much I could do, apart from setting up a better test setup to see exactly how the pixels are behaving in different configurations of alpha and mip levels. If you are in a hurry to fix it, maybe you could do that instead.
I can confirm that MSAA is correctly applied to our foliage when using alpha to coverage. I’ve directly used RenderDoc to my quest3 and I can see the MSAA resolve, that it looks good on a stil picture.
So the aliasing must come from somewhere else like subpixel jitter or something..
The aliasing is horrible on masked materials.
@VictorLerp Does VR / Mobile renderer have temporal flickering on masked materials?