[CONTRACT] Plugin for Extra Custom Normal Maps in G-Buffer

Result
3 WorldNormal Scene Texture Id’s available in the SceneTexture node in a PP material, instead of 1:

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.

Requirements
C++, C#, UE5; rendering pipeline, plugins

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.

References (GitHub links work when logged in)

https://github.com/EpicGames/UnrealEngine/pull/2476
https://github.com/EpicGames/UnrealEngine/pull/8403/files

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.

Thanks,

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.

Can I contact you directly? I will prepare a more detailed workflow I have in mind.