Is there a method to apply different materials to different camera types in Unreal Engine 5?

That’s what I thought. But basically the model having a similar copy of itself, would be the equivalent of the shadow extrusion meshe which would weigh a lot.

I have been following explanations of the creation of celshading. Typically they use channels such as roughness and metallic to transfer values in the Scene Texture. But at one point these slots get occupied.

So I thought about whether it would be ideal to create a render layer with an isolated material focused only on filter channels. Which would result in six extra channels:

Base color - R G B

roughness/mettalic/opacity.

This material would be isolated by custom depth, but at least it would need to be visible only to one camera and not affect the final render.

There are things in games as in the case of online modes where the player sees a different mesh for the rival player. One for the third person and one for you in the first person.

I don’t know how scene textures work, but they apparently get the result I’m looking for.

Would it be possible to create scene textures without having to mess with the engine code?