I’m wondering if this can be done with a Shader Custom node.
I had a play around with that - and you’ve got access to the shader Material Structure so you can do
return (Texture2DSample(Material.Texture2D_0,Material.Texture2D_0Sampler,Parameters.TexCoords[0].xy));
wondering if you can access the other uber-shader stuff.
I did attempt to use the GBuffers_GBufferATexture texture2D as a test - but it totally crashed the editor - some kind of shader resource hash cockup - lol