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How do you fix opaque particles' motion vectors?
Particles using opaque shaders (including the standard shader itself) currently appear to write incorrect data to the motion vector buffer, causing motion blur to freak out and antialiasing to stop working for regions of the image where the particle is visible.
Two possible ways I can think of to fix the problem:
Somehow fix the shader used for particles do they write correct motion vectors. This doesn't mean per-particle motion vectors (although that would be cool if possible!), but at least motion vectors that are correct to the particle renderer's transform would be sufficient. Why the opaque shader would have different behaviour on particle renderers is a mystery though.
Prevent particle renders from touching the velocity buffer at all. This is distinct from the options "Camera", "Object" and "ForceNoMotion", all of which write something to the velocity buffer, and all of which produce incorrect glitchy results.
So, given that, how can I fix this issue?