Passing Information from Object Material to Post Process Material

TL;DR: I need a way to use textures on material instances, and then pass the output of JUST the mapped textures through for a Post process material to read it, later to be used as a mask for other effects

Hey everyone, I’m putting together an Outline & Cel Shader effect using post processing, and I’m having issues passing masking info from Object Materials to the Post processing shader.

Currently, I’ve been able to pass most Texture info through by using SceneTexture Nodes. However to take advantage of that, I’ve had to plug textures into the output of the object materials such as base color, roughness, metallic, etc. (Anything SceneTexture Nodes can read)

The most success I’ve had has been to use the Subsurface Scattering output, since that can read RGB Color inputs and not just black and white, however due to it’s inherit nature of altering the way the shader is rendered, it’s causing artifacts when I try to use it. (Even when I set Opacity to 1)

I Know this isn’t the right way of doing this, however I’m not a tech artist and don’t know how to go about changing UE Source code. If anyone knows a way to do this that I’m missing, or a way to disable Subsurface scattering from rendering (yet still being able to be read by SceneTexture) then that’d be awesome.
Thanks!


Just a thought, but have you messed around with using the custom stencils?

As far as I know, Custom stencils only allow you to assign a single number to the entire object. I need a way to pass through an entire texture

What about writing to the vertex?