Implementing new render pass questions

Back here again, still not finding much info on custom render passes. There’s essentially no info at all regarding the forward render either.

I assume everyone else here is modifying the engine directly, but I figured I would share a tip I stumbled upon. Made a separate post for it. Essentially, you can make a local copy of the engine shaders into a plugin where you override via virtual file paths. So yeah, you wouldn’t need to necessarily keep up with engine changes as you could localize at least this much.

So, I’m here looking at custom render passes because I have no way to mask boat hulls out of water on mobile LDR. We know how expensive render targets are still. I don’t have access to distance fields, custom depth, post process, etc. Scene View Extensions look interesting, but they lack what I would need in most places. Plus, I really only want to gather specific items into the render pass to make the mask.

This is essentially what a render target (or custom depth) would be good for, but it probably isn’t a good move till I can use something like this:
https://github.com/EpicGames/UnrealEngine/commit/af32d8267357ff69c8856fcbcc8b2683dd654406

5.5 is still a mess, and doesn’t have a Meta fork version yet, so got to wait and see.

Did anyone get any closer to custom render passes or getting more control over the renderer in 5.4?