Lack of previous frame local to world matrix in material editor causes a ton of inconvenience, when working with world position offset.
A typical example would be RotateAboutAxis material expression usage in WPO causing totally wrong velocity output and as a result, unwanted blurring/ghosting, which is commonly mistakenly attributed to TemporalAA.
A typical example would be RotateAboutAxis material expression usage in WPO causing totally wrong velocity output and as a result, unwanted blurring/ghosting, which is commonly mistakenly attributed to TemporalAA.
Comment