That’s why the start of the article is “if you’re using MSAA …”. If you’re doing VR with forward rendering and you can’t afford MSAA I’d say you should be looking to optimize / cut back on your visual effects. If you’re already using TAA or heavy super sampling, then obviously this isn’t going to be as useful.

What you’re talking about is kind of the simple version of Hashed Alpha Testing. I highly recommend it over just the naive screen space or UV space noise as it’s significantly more stable across stereo views.

Tech Artist & Graphics Programmer lately focused on Unity VR game dev.

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