Output a render texture of different size than SceneTexture

Hi, I have a ScreenCapture2D with a render texture and a post-processing shader to generate a polar projection based on the distance to camera of each pixel. Then, I transform that projection back into a cartesian one, effectively simulating a sonar image.

The problem is each step requires a different image size. If I set the correct output size to the render texture, the SceneTexture will also be reduced, instead of capturing the whole scene properly.

Is there a way to set up this maybe separating the 3 steps and using intermediate buffer render textures of the appropiate size or something similar?

In case anyone has a similar problem, I ended up creating 3 different materials with a texture object input, setting the first one as post process for the screen capture component, and calling “Draw Material to Render Target” for the other two in blueprint each on a separate target texture of the appropiate size, and with the previous step as input parameter.