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Found the issue.
This isn't a problem in atan2, this is a problem in how the GPU finds which MIP level to use in the texture. If you connect the MIP input of the Texture 2D node, the artifact goes away :)
I've wondered this as well recently, I'll look into it
I can't reproduce this, the bug doesn't trigger for me :(
This has now been implemented in 1.18
Oh, that's super useful, thanks! I'll implement this in the next update of SF :)
The code node doesn't allow code outside the local scope of the fragment or vertex shader, so I'm afraid that's not an option either :(