Hi c:
I’m working on a PostProcessing (PP) blur VFX and got stuck.
I want to figure out how to get a certain PP pass/step and render it to a RenderTarget
, do some shader vfx, and pass it back to the PP.
The best would be if anyone can tell how to grab PostProcessInput0 on Blueprints side of things as a Texture
or RenderTarget
(RT).
here’s more in-depth explanation:
I’m making a frosted ice full screen VFX, and the shader blur function requires MipMaps.
I didnt manage to read MipMaps from PostProcessInput0
in Material Graph. Not sure UE even generates them.
So, I thought it would be cool to just render PostProcessInput0
to a separate RT, generate MipMaps and use an extra pass.
Unfortunately, I couldnt find a way to render PostProcessInput0
to a RT.
I tried to use SceneCapture Component to get a scene viewport as RT, but it has its own issues, it doesnt render RayTracing, uses incorrect color space etc. It seems like its not the best way to go.
So, please, if anyone can suggest how can I inject a multipass VFX into PostProcessing, or get PostProcessInput0
as RT, I’d really appreciate. I wouldn’t mind write a bit of code c: