Is your uv pass in full float? I found the default of half float caused precision errors for the stmap node, things would be misaligned by a tiny amount at best, or be substantially aliased and offset at worst for really extreme cases, eg camera really close to a surface, with part of the surface receding rapidly to the horizon.
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Thanks! This helped a ton! The edges still look a little different then the target image, but much much closer. Im gona have to do a hi res test to see how noticeable the difference is
I've used this for screen replacement, and found that If I just rendered the screen without the bezel, and mask it later, it would turn out much better.
R