Hi, I have a render target which I will use to store certain locations in world space. I want to extract those coordinates, put each of them through a sphere mask with the World Position being the other parameters and then use that output texture.
This is the situation where there is only one location, so a param is used, The 3 vector param will be replaced with a texture/ render target node and the Sphere mask will be replaced with a custom node that will simulate this graph for every position written in the texture.
I can extract the coordinates from the texture, but I don’t know how to implement the sphere mask functionality in HLSL. Is it possible?