Preventing pixel jitter without pixel grid snap (manual texture filtering)
It works quite nicely. But any rotation to sprites (even 90, 180 and 270) disables filtering. I know that it is somehow related to DDX/DDY nodes I use in my material function.
Because without using them it works as decribed here (that's what bool in "alpha" is for). But that is imperfect: too big or too small and filtering will look bad. So I would really like to know why the first approach doesn't work after rotation is applied: it is after all what pixel filtering is mainly used for.
Here is my material setup, pretty simple.
Also a link to video demonstration of the issue. This is a real roadblock for me, so any help will be much appreciated.
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