Filling the GBuffer from two different view locations, with a stencil mask?

Stencil is used for per-pixel culling in various engine passes so it’s not available for general purpose masking.

The lack of Temporal AA in scene captures can be fixed and in fact I believe it has already been fixed in main (future 4.17).

Doing two separate scene captures for the views is always going to be slower than splitscreen though. If I were working on this, I’d be tempted to try this approach:

  1. Fix Temporal AA in scene captures
  2. Setup a scene capture with regular splitscreen, where each screen encapsulates the visible area of your angled splits. The scene capture output size will be larger than the final screen size.
  3. In the main scene, skip all rendering and just composite the regular split screen texture into angled splitscreen in a post process material.

I haven’t actually tried this so not sure where it would fall down. It would end up shading unseen pixels in the scene capture, but at least you get to use splitscreen rendering instead of two separate scene captures. Of course this requires some code changes, any solution will as angled split screen is not supported out of the box. It looks cool though, hope you get it working!