Is it possible to treat a custom blue print HLSL node as a Texture Object?

I don’t understand what is going on…
Here is my custom hlsl node (below image)…
The material editor seems to be able to treat it like a Texture Object.
It gets displayed in graph like a Texture Object. I can use it as input for the base color just like I can with a Texture Object. The preview window shows the effect…the same way it would show the effect if I used a real Texture Object as the input for the base color of the material…

So…what is it then? Is it implicitly cast to a Texture Object?

The main problem is this…I have a second custom node.
I want to use the first custom node as a “Texture Object” inside the second custom node. I want to sample from it like I can with a real Texture Object. But can’t because I do not get the implicitly create SamplerState that gets made for real Texture Objects that are inputs to custom hlsl nodes.

In the shader, you’re only processing the specific pixel at U,V - so the first custom shader is really a pixel, not a whole texture - you’ll need to write it to a rendertarget first, then you can access it from another shader.

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OK…I will try that out.

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