Has anyone experienced the issues in the attached image?
On materials with complex inputs into the world position offset I can sometimes get this flickering black Z fighting artefact.
From what I understand this is due to the way the renderer reads 2 versions of the data that have a very small difference. Through multiplying these values that difference gets magnified to the point that it causes these artefacts.
So it’s basically z fighting with a shaded and unshaded version of itself.
Has anyone found a way to prevent these artefacts from showing up?