Just how? I couldn’t find any document about this.
I also tried to learn from SpiralBlur’s implementation, it appears that the DecodeSceneColorForMaterialNode it uses is not working at all (potential bug here).
Just how? I couldn’t find any document about this.
I also tried to learn from SpiralBlur’s implementation, it appears that the DecodeSceneColorForMaterialNode it uses is not working at all (potential bug here).
You must hook up the output of that function called “scene color clamped to 0”. The compiler only knows to bind the required texture if the node itself is used. That function returns a version clamped to 0 just so you can inject it somewhere for the compiler to see.
I see! i end up hooking it to the opacity slot