Weird visuals on Grass Materials and Tree Materials

I started getting this weird visual bug when my sword animation swings across the screen while the camera isn’t moving and it only happens on my grass and tree materials. Been trying to figure out the issue for ages and I’m not sure what the problem is. Not sure if this is the right place to post it but apologies if its not.

what post processing or other effects you have on? does it happen if you disable all effects?

Yeah, I’ve disabled all PP effects and Volume and it still has the same effect. The only thing I’ve noticed that changes it or removes it until the next animation happens is when the camera moves.

whats the camera settings (inspector and or urp settings screenshot, or is that urp/hdrp/birp),
do you have multiple cameras?
does it happen in build also?

Still relatively new to the 3D side of unity so I hope this is everything. It does indeed happen in the build as well. I was also using a stylized water package and it was set to the packages urp settings, I tried adjusting it to the high fidelity and it didn’t do much.

9429992--1322054--Cap 3.PNG
9429992--1322057--Cap2.PNG
9429992--1322060--Cap1.PNG
9429992--1322063--Cap 4.PNG

i dont see issues there (and havent used urp much)…

but i’d still confirm that if you disable all features in camera and urp renderer?
and double check that there is only 1 camera
(some plugins might have separate camera for FPS weapons, to not pass through walls when near),
and that there is no motion blur or TAA effect somewhere enabled,
and if motion vectors can be disabled from that weapon, could test it.

One thing I did notice is if I switched the quality levels from High Fidelity to Balanced it got rid of the effect but obviously the visual quality becomes quite bad so I don’t know if that helps

ok probably there is some effect that is enabled in High mode

I saw it only happens on the edge of the sword. Does the sword material have a custom shader?

You may check the renderer features one by one in the “URP-HighFidelity-Renderer.asset” shown in “Cap 3.png” to find out what causes the ghosting problem.

So from what I tested, it has something to do with the Anti Aliasing, the moment I turned that off the pixel glitch went away
Also, when I changed the sword and arm shader it didn’t make a difference