How to use Material expression "User Scene Texture"?

I am trying to understand how I can use the new scene texture node “UserSceneTexture” in post-process material.

It would be great if anyone could give an example with a graph screenshot. Otherwise, any small info will be great.

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Oh boy this thing is both awesome and so insanely convoluted to set up.
I fell over this example in the docs, but it doesn’t seem to work fully when I went through the references. I assume its because its a new feature with some issues.

You should also be aware that you can only use up to 6 user scene textures.

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I am still having hard time understanding this node. is there anything that only this node can do that we can’t do with a custom node (HLSL)

Separable filtering or anything that requires (or is best done) by downsampling a scene texture.

For example you can do blurs with large kernels in HLSL but it is way more performant to separate them and do them in multiple passes.

With regard to Unreal’s UserSceneTexture a weird gotcha I noticed is that all of the post process materials need to be open in the material window for the preview to work.

Downsampling also seems to only work if screen percentage is 100%+, dunno if I’m doing something wrong… With <100% screen percentage the UserSceneTexture only renders to the upper left corner at a reduced size.