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HLSL banding - precision issue ?

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Hi all In my post-processing pixel shader (HLSL, SM5) I am facing heavy banding issues as to be seen in the attached image. It doesn't matter what type of effect I am implementing (fake volumetric light in this case), it always happens when I am applying some color blending, e.g. fading out. Could this be a precision issue (I'm working with float numbers), or where do I have to start looking? Any hints will be appreciated!

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