Hello There,
I’m constructing a procedural kaleidoscope shader in unreal engine, however I can’t determine the best way to take away these pixellated artifacts. With or with out a texture it seems the UV manipulations in my graph are creating this pixellated look the place as I would love it to be very clean so I may even do some WPO within the materials. Hooked up is a screenshot & video to indicate whats taking place:
As you possibly can see because the impact dilates it begins to pixelate.
Appears to be like like a stretched aliased texture within the picture.
Is the type of pixellation the identical wither or not a texture is used or not?
Looks as if it?
Is it hardcoded into the engine for efficiency causes?