MSAA not working with custom Post Processing (CustomDepth)
i have a custom outline post processing material in my project (PC,XB1,PS4), which uses stencils and custom depth. It's not working with MSAA (because of the custom depth i guess?). Is there anything i can do to make it work? If not, will support for custom post processing + MSAA come in the near future?
you can fix it by using the console command r.MSAACount 0 although im not sure that might be viable if you need a higher msaa count.
answered Jan 17 '18 at 03:19 PM
The most likely cause of this problem is that scene depth is being calculated per MSAA sample, while custom depth is being calculated only per pixel, so in places where scene depth varies across different samples on the same pixel, the scene depth and custom depth will not be equal.
answered Feb 05 '18 at 02:09 AM
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