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Preventing pixel jitter without pixel grid snap (manual texture filtering)

Currently trying to prevent jittering pixels. To solve that, I use the method described here and here.

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. Filter 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. Material

Also a link to video demonstration of the issue. This is a real roadblock for me, so any help will be much appreciated.

Product Version: UE 4.20
function.png (829.8 kB)
material.png (682.2 kB)
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asked Jan 20 '19 at 07:51 PM in Rendering

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