Does anybody know why I’m getting this weird “double exposure” effect? If my memory serves me correctly, I started seeing this issue after I enabled “D Buffer Decals” in my project settings. My scene is lit entirely with dynamic lights and has a custom hdr skybox. I also have mesh distance fields and distance field AO and ray traced shadows on.
This appears to be a combination of two artifacts actually. The main one(the lagging mesh image being burned into the screen) appears to be caused by temporalAA and the minor one (the black lines that are also burned into the screen) is caused by a completely separate issue, it appears that the skylight is trying to shadow the character.
This link explains the AA portion of the problem, but I have not entirely figured out the skylight shadow issue yet.