Get Emissive Color as Scene Texture

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.

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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.

Woots!, Thanks for this. Helped me figure out how to add bloom back into a post process.
PostProcessInput0, subtract 1, max 0 ( to get rid of any negative values), add to final result

Been scratching my head on solving this for a while. Much thanks

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