How to apply a UV distortion Map on the camera?

Hi ,

Thank you for your fast answer. This is highly appreciated.

I don’t understand what your developer means by “Is there some distortion visible without any code changes”. As I said, if I use a float16 texture map (hdr format) as an input, then it does distort the result but it creates severe aliasing (and there is no code change) that I suspect coming from the 16bits limitation. But the real problem is “how to update that texture anyway ?”, assuming the sever aliasing can be resolved afterwards…

With regards to the examples, I don’t know if you are referring to the 1.16 of “Content” but if that’s the case, that example is of no help because it does not use 32bits floats, so it is a different problem. I didn’t even try to modify that material because it simply does not produce what I’m trying to achieve.

“You can add code to manipulate the material properties – that is not related to distortion/textures.”
Sure. But what does this have to do with my problem ? In all cases, I do not find any post-processing material that helps with regards to my issue (I also went through the whole forum and answerhub…).

So, is there an example somewhere that uses an array of floats (and not a 8bits texture) to be used as UV for distorting the final result (=the whole final rendered picture) and thus simulate lens distortions ?
If there is one I can download or try, then I will be able to modify that array in real-time in my source code I guess.

There were also many other questions in my email with regards to the UV format that takes “SceneTexture”: Any example or comment about that ?

Best Regards,

Phoenix.