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Description
Describe the bug
RTX Skin shader functionality displays noticeable seams on meshes that are split up into hardware rendered/software rendered mesh strips like characters in Vampire.
How do you reproduce the bug?
Setup RTX skin on a skeletal mesh that is partially rendered with HW/SW rendering like in many Source games.
What is the expected behavior?
The runtime should attempt to blend out the creases/seams in the RTX skin rendering when reaching the edge of a mesh that has free floating normals/tangents
Version
1.0.0
Logs
No response
Crash dumps
No response