I kind of managed to render WorldNormals into GBufferA in the PrePass (already posted about that here https://forums.unrealengine.com/showthread.php?150431-Foveated-Rendering-Pupulate-GBufferA-in-Prepass-amp-Offline-Texture-Preprocessing ).
There are still two issues:
- Some meshes’ normals are not identical to what BasePass-Rending produces
- In every mesh there are these ‘gridish’ artifacts (maybe resulting from WorldMaterialGrid?) I was’nt able to figure it out yet
Hopefully someone can help me!
Thanks in advance!