How to use Material expression "User Scene Texture"?

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.

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