diff --git a/Source/Editor/Gizmo/GridGizmo.cs b/Source/Editor/Gizmo/GridGizmo.cs
index 37cbd20ab..a50636932 100644
--- a/Source/Editor/Gizmo/GridGizmo.cs
+++ b/Source/Editor/Gizmo/GridGizmo.cs
@@ -113,7 +113,7 @@ namespace FlaxEditor.Gizmo
if (cb != IntPtr.Zero)
{
var data = new Data();
- var projection = renderContext.View.GetOverlayProjection();
+ renderContext.View.GetOverlayProjection(out var projection);
Matrix.Multiply(ref renderContext.View.View, ref projection, out var viewProjection);
Matrix.Transpose(ref viewProjection, out data.ViewProjectionMatrix);
data.ViewPos = renderContext.View.WorldPosition;
diff --git a/Source/Engine/Graphics/RenderView.cs b/Source/Engine/Graphics/RenderView.cs
index 66e3546ff..eee4ca677 100644
--- a/Source/Engine/Graphics/RenderView.cs
+++ b/Source/Engine/Graphics/RenderView.cs
@@ -36,9 +36,10 @@ namespace FlaxEngine
///
/// Gets projection matrix for overlay geometry rendered after temporal anti-aliasing has been resolved.
///
- public Matrix GetOverlayProjection()
+ /// Projection matrix valid for rendering before or after (matches current TAA jitter stage).
+ public void GetOverlayProjection(out Matrix projection)
{
- return IsTaaResolved ? NonJitteredProjection : Projection;
+ projection = IsTaaResolved ? NonJitteredProjection : Projection;
}
///
diff --git a/Source/Engine/UI/UICanvas.cs b/Source/Engine/UI/UICanvas.cs
index a4cf2fd78..d5a18a58b 100644
--- a/Source/Engine/UI/UICanvas.cs
+++ b/Source/Engine/UI/UICanvas.cs
@@ -90,7 +90,7 @@ namespace FlaxEngine
Matrix.Multiply(ref worldMatrix, ref renderContext.View.View, out Matrix viewMatrix);
Matrix projectionMatrix = renderContext.View.Projection;
if (worldSpace && (Canvas.RenderLocation == PostProcessEffectLocation.Default || Canvas.RenderLocation == PostProcessEffectLocation.AfterAntiAliasingPass))
- projectionMatrix = renderContext.View.GetOverlayProjection(); // Fix TAA jittering when rendering UI in world after TAA resolve
+ renderContext.View.GetOverlayProjection(out projectionMatrix); // Fix TAA jittering when rendering UI in world after TAA resolve
Matrix.Multiply(ref viewMatrix, ref projectionMatrix, out Matrix viewProjectionMatrix);
// Pick a depth buffer