Hi all,
I’m trying to find a way to capture something equivalent to Unreal Engine’s Detailed Lighting
view mode and write it into a render target for use during gameplay.
I’m wondering:
- Would this require modifying the engine source to tap into the deferred renderer at the right stage?
- Is there any existing mechanism or workaround that might allow me to extract or replicate this pass?
- Any pointers on where in the rendering pipeline the “Detailed Lighting” view mode is defined or how it’s implemented internally?
Appreciate any guidance or experience anyone can share on this.