Some parts of the view jitter around while - and for a few moments after - moving my camera / walking. How could I fix this? This is more noticeable when you look at the water. I'm assuming it has to do with the camera's movement and floating point precision, but I wouldn't know how to fix it. I'm using cinemachine. There are also some weird white artifacts on the edges of the columns, not sure why those would be there.
It looks to me as though your water movement code is executing before the camera has been positioned, so it's rendering with a stale camera position from the previous frame. Cinemachine updates the camera position in CinemachineBrain.LateUpdate, and CinemachineBrain has a late execution order. Any code that depends on the camera position must execute after that. One way to do this is to set the script execution order of the relevant code so that it executes after CMBrain. Another option is to use CinemachineCore.CameraUpdatedEvent, which is invoked after the camera has been placed.
Jitter is usually the result of two processes happening at different rates. Identify what's writing the data and what's reading the data, then make sure they're happening together. Gregoryl is right on the money there (and I've had this exact problem more than a few times )
My water movement is not in a script, it's part of a shader. I think shader rendering already happens a bit after LateUpdate
After a bit of experimenting it turns out the shader only gets these artifacts with a clipping plane between 0.01 and 1 (excluded). Any clue? I don't know why the near clip plane would change the way the shader works. I need to find a way to keep the clip plane really low, as this is a first person game.