Deliverables
⦁ A plugin integrated into Unreal Engine that adds the three required passes.
⦁ Stable, commented and coded with Epic’s practices or guidelines.
⦁ Doc on how to use and integrate it.
Note
The render pipeline can ignore and skip the created passes for its renderer.
Just these extra passes need to be in the G-Buffer for access within pp materials.
Budget
Open to discussion based on scope—please provide an estimate.
Hey,
The idea of having some extra custom normal map sounds interesting to me. Do you just need to make some render effects and filters that can post-process objects or materials based on the G-buffer. It is hard to get how the extra custom normal map gonna work, and what kind of data you want to store on the extra custom normal map.
Not sure, I thought the post-process is purely applied to the render result in 2d screenspace… and the SceneTexture is 2D too?
Guessing then post-processing objects then because I need temporal consitency so an effect follows the object.