Looking for better solution to collect texture pixel color at collision point?

The Goal: To collect the color of the (closest?) pixel at the intersection point on a collide-able mesh…to use in a Niagara system to color debris mesh. UE5 Blueprint.

This is what I’m using and it works BUT we are seeing a heavy drop in FPS when using. We are pretty sure it’s the capture pixel and read pixel that cause the drops.

Are there better / more efficient methods to collect this this collision color information?

Video example:

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Oh look at that! Let me try this today! Ty for the approach.

Update: Using Gbuffer in a custom Niagara module in GPU particles has proved the best solution for now. Can’t see a performance difference (yet).

Can you go into more detail with that solution?