Font Material Transparency Backbuffer

Hi, I’m currently trying to develop a HLSL Shader for my font material that simulates a camera lens/glass. I have my Shader working primitively right now. But I can’t seem to figure out how to get the BackBuffer of the font material after its transparent pixels have been interpolated with those of the actual 3D Scene. I’ve come up with two possible solutions: doing a full post-process Shader for the whole scene or creating a Widget Component/3D Text. However I have a feeling both of those would be pretty computationally expensive and I was wondering if you guys knew of a simpler way. Maybe a retainer box could help, but that’s about all I can come up with. Please let me know if you have any insight on how I could get this to work it would be greatly appreciated!