Hello friends!
Can anyone give a hint how to apply image distortion to scene texture through
post process material? Normally post process materials in UDK use global shaders
applying to full screen quad/ This quad consist of the four rectangular corners.
For my project I need a scene image projected onto wall by projector.
To do that I’ve wrote distortion material. It’s vertex shader (VS) does nothing just
passes vertex coordinates in screen space to PS. Then PS recalculate UV screen
texture coordinates mapped to screen vertex according to user screen parameters.
Distortion data is generated from user screen setting procedure and read into vertex buffer
from config file. I tried to find out how to pass distortion data as VB to VS for post processing stuff
but didn’t find any hint. So far I’m not sure that post process material is the right way for that.
The problem is that post processing materials have no explicit vertex shader. They apply its shaders
for full screen quad which consists of 4 rectangular corners. In my case I need to map scene texture onto
custom grid in screen space coordinates.
Can anyone give an advice where to find or how to do that?
To be short, the only thing what I need is to get scene texture image mapped onto flat curved grid
in screen space.
Thanks in advance for any help!