The “SceneTexture” node currently behaves like a “Texture Sample” node. This is kind of problematic when writing material functions like filters that actually need to sample a texture multiple times. Is there any way or plan to get “SceneTextures” as texture objects?
Any news on this or did you found any workaround? Any way to obtain the SceneTexture as a TextureObject instead of a Sampler?
I’m interested as well.
My workaround was to add a
Use Scene Texture bool input to my material function which internally switches what is being sampled. It’s not great but it at least allows to keep a single function for that specific filter.
Would you mind show me an example on your pipeline to achieve this?