How can I mitigate specular aliasing w/ the forward renderer?
Ok, so I'm putting together a VR project for use with the HTC Vive, and I'm using the new forward renderer in 4.14.
I am having some pretty severe problems with specular aliasing on the majority of my content. Sparkles are everywhere. This happens, as far as I can tell, regardless of the MSAA sampling count, renderscale/screenpercentage, use of roughness maps, etc, and only goes away if I fall back on to TAA (which sucks), or I make objects' materials completely diffuse (which also sucks).
Anyone have any pointers or advice to get a handle on this stuff?
Thank you for your consideration :D
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