My goal is to use custom stencil in my compute shader
I have used below functions to fill the custom stencil,and i can see it in editor with custom stencil buffer mode,
MeshComp->SetRenderCustomDepth(true);
MeshComp->SetCustomDepthStencilValue(ID); // this is my custom data
MeshComp->MarkRenderStateDirty();
but i don’t know how to get it in post opaque hook function like this:
void UNeuralLightmapEditorSubsystem::ExecuteRenderPass(FPostOpaqueRenderParameters& Parameters)
i have test many ways,such as:
FRDGTextureRef DepthStencilRDG = Parameters.DepthTexture;
FRDGTextureSRVDesc StencilSRVDesc = FRDGTextureSRVDesc::CreateWithPixelFormat(DepthStencilRDG, PF_X24_G8);
this get all black in renderdoc when i open the input pannel
and any other ways i get from gemini and unreal official chatbot,no one works
So What is the officially recommended, stable method in UE 5.3+ for a non-engine module (plugin) to safely acquire the FRDGTextureRef of the Custom Depth/Stencil buffer when executing a Compute Shader during the PostOpaque rendering phase?
Thank you!