# Post Process Material Read and Write to Custom Texture

**URL:** <https://forums.unrealengine.com/t/post-process-material-read-and-write-to-custom-texture/888085>\
**Category:** Rendering\
**Tags:** rendertarget, Post-Processing, unreal-engine, hlsl, question\
**Created:** [April 12, 2023, 1:06am UTC](https://forums.unrealengine.com/t/post-process-material-read-and-write-to-custom-texture/888085 "2023-04-12T01:06:21Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Unafafu](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Unafafu](https://forums.unrealengine.com/u/Unafafu)\
**Post date:** [April 12, 2023, 1:06am UTC](https://forums.unrealengine.com/t/post-process-material-read-and-write-to-custom-texture/888085/1 "2023-04-12T01:06:21Z")

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I am trying to implement an Anisotropic Kuwahara filter. Several parts of the pipeline for this filter require computing an intermediary texture using a Custom node and then applying a gaussian blur to the texture (yes, I am aware this is horrible for performance).

I cannot see any way to do this that doesn’t involve writing that intermediary texture to some kind of texture/buffer/rendertarget and then sampling the intermediary texture when applying the gaussian blur. There doesn’t seem to be a way to write to textures in the material editor. Rendertarget textures seem to have a fixed size and cannot adapt to various screen resolutions. What options do I have for implementing this?
