Made a curvature shader based of this GLSL shader
- Updated to use BasePassPixelShader.usf version of NormalCurvatureToRoughness it’s cheaper and with a better result.
The normals are interpolated linearly so the faceting can’t be fixed at the moment, but with higher resolution mesh or more math savy people (or UE4 will do smooth interpolated normals) this could be improved upon.
Lemme know if you find it useful.
Built in 4.16 but can be for any version.
---- Updated with function to include PostProcess
---- Updated 2 - New function based off BasePassPixelShader.usf recreated in function attached with image to recreate it.