Is there any method in Material Editor to use at least half-res downsampling on a custom post process materials? Some post process materials such as blur or lens distortion may be really heavy because of computing every pixel on screen which is a waste.
Didn’t found a single material node about that, but I found some shaders in Engine directories such as:
Both of them claim to be “PostProcessing down sample”. But is there any practical method of using it? I should clarify that I’m not exactly good in HLSL just at the moment.
Thanks in advance!
That’s too bad And also a bit strange. So many Post Process FX assets on Marketplace and no way to downsample any of it? Some of them are ridiculously expensive on a 4K resolutions…
You would need at least a plugin and moving post process material into a global shader to perform that pass at different resolution currently.
I, however, do agree, that lack of such functionality in stock is limiting.
I know this is a bit of a necropost, but I think the new user scene texture feature will accomplish this. Essentially you can save the scene texture to a temporary render target which supports downscaling and use it as an input for further post processing. The linked tutorial above shows a post process that is blending between a half and quarter res input before applying a multi pass blur, which should serve as good practice for the workflow.
You could also likely just handle it in a custom shader node or by making minor edits to the USF files, which saves you from having to rebuild the whole engine(you’d still have to rebuild shaders though if you edit the USF files).
Even if you can down-sample with such modifications, the new user scene texture workflow allows for multi pass post process shading, which is very good for high performance separable blurs so I think it’s best to lean towards that anyway - although the workflow could use some streamlining or simplification.