Render Targets Banding when used with Light Function

Hi, so I’m hoping someone can help me with this as I’ve been experimenting and searching for awhile without success. I am trying to get a sort-of projection system working using a Render Target as a source for a Light Function on a spotlight. The problem is I’m getting these banding artifacts on the projected image (see examples below). Using the same render target as the source for a surface texture doesn’t show similar artifacts in engine (there is some banding in the attached jpg, but it isn’t visible in engine or PS, so I think it might be jpg artifacts), This leads me to think it must be in the Light Function code, but I don’t see similar banding using non-Render Target textures.

I’ve tried various things I’ve found online to deal with other banding artifacts (AA settings, compression, checking brightness of RT is not small causing precision errors, etc), but so far nothing has worked.

Anyone got any ideas?

Thanks in advance!