When creating a post process material there is an option in SceneTexture node to select as output PostProcessInput1-6. It’s stated it’s “usually not used”. It’s very intriguing. What’s it for and in what scenarios it should or could be used? And how?
PostProcessInput0 provides the HDR scene color, PostProcessInput1 has the SeparateTranslucency (Alpha is mask), PostprocessInput2 has the low resolution bloom input.
I can’t speak for PostProcessInput2 and over, but I’ve been using PostProcessInput1 to grab the two SeparateTranslucency buffers which (as far as I know) specifically targets materials with Blend Mode: Translucent. ‘Separate Translucency RGB’ and ‘Separate Translucency Alpha’ can normally be viewed through the viewport’s Buffer Visualization.