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[Foveated Rendering] Normal-Rendering in PrePass

Hey,

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:

  1. Some meshes’ normals are not identical to what BasePass-Rending produces
  2. 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!

Best,
Ceron

Just in case anyone else stumbles upon this: I kind of found a solution and updated the linked Thread. You can find the information here!