I’m trying to understand how to use AddFullscreenPass in order to use a pixel shader within my SceneViewExtension.
I’ve followed the examples of it being used elsewhere within the engine, particularly with the PostProcessing.cpp module. It’s a big module, but the key points are certain sections of the AddPostProcessingPasses function
It gets the SceneColor from the FPostProcessingInputs struct
And as stated in the comments, incrementally updates the SceneColor throughout the function with various effects. Take for example the FXAA Pass. It builds the FXAA inputs struct, and calls the AddFXAAPass function assigning the result to SceneColor.
The AddFXAAPass function isn’t super long, but the key points are that it creates a FScreenPassRenderTarget from the input
Creates the FXAA pixel shader parameters and assigns the render target it created to the RenderTargets[0]
Calls AddFullscreenPass
And returns the FScreenPassRenderTarget as an rvalue
Here’s my implementation in my scene view extension, which does get called every frame (based on stepping through it), but doesn’t have any effect visible in the editor. Am I missing something here?