Hi,
For my post processing volume I wish to have access only to the emissive, like the sceneTexture:diffuseColor but with emissiveColor for example. Is there something I missed or anything that should do the trick ?
Thank you,
Hi,
For my post processing volume I wish to have access only to the emissive, like the sceneTexture:diffuseColor but with emissiveColor for example. Is there something I missed or anything that should do the trick ?
Thank you,
While I’m about 4 years late, throwing this here for anyone else who needs it.
You can use SceneTexture:PostProcessInput0 to get the current scene. Then if you consider that emissive is basically just light that is above 1, you can subtract 1 from that to get the scenes emissive. You may also get some areas that just have bright lights, so you can increase the subtraction to reduce any non-emissives.
In the above example, I’m also turning it white (desaturation) and clamping it to 0-1, so I get a nice black+white mask of where emissive colors are used.
Thanks a lot for this!
Thanks for this sadly it stopped working with the Unreal Engine 5.0.1 version hope Epic will add this as a render pass in future
Found what was the problem just change the blendable location to “Before Tonemapping” and it will work.