How do I remove TAA jitter in global shader?

Ryan_Sweeney987
Tue, 24 Feb 2026 22:49:45 +0000
Rendering

I’m using UE 5.5

I have a global shader that outputs to a UTextureRenderTarget2D asset which then gets used in a post-process material.

When the post-process material is set to blend to scene color after the tone-mapper there’s jittering. This same jitter can be found in the render target result that is used which suggests that I need to cancel the jitter out in the global shader.

This is what I have in my .usf, subtracting the jitter doesn’t seem to do anything.

ViewState View = ResolveView();
const float2 PixelPosUV = SvPosition.xy * View.BufferSizeAndInvSize.zw;
const float2 JitterUVOffset = View.TemporalAAJitter.xy;
const FScreenSpaceData Data = GetScreenSpaceData(PixelPosUV - JitterUVOffset, false);

I can confirm that the jitter variable does have values within the 1px UV range for the render resolution.

It’s just this specific scenario that I have the problem with and would like to correct.