Faking caustics using Niagara Fluids

Hi, I’m doing some basic interactive water using Niagara Fluids, specifically the 2D with Collider example, and would like to be able to create a material that creates caustics from the framebuffers Niagara Fluids is creating in the background to create the interactive fluid. Anyone might know where to get started with something like this?

I’m thinking it could also be a light function that reads the Niagara frambuffers and use that MF (Material Function) on a light.

Anybody know how to read Niagara attributes from a shader graph?