Post Process SceneTexture texture filtering (MinFilter, MagFilter)


I’ve been playing around with post process blendables for some time now and one thing I’ve noticed is that when I use the SceneTexture node it uses nearest neighbor filtering (point sampling) to sample the texture instead of interpolating between the pixels.
I was wondering if it is possible to change this behavior without digging through the shader code.


The image I attached above showcases a shader that applies cubic distortion to the RGB channels a SceneTexture node.
It also contains a scale parameter that allows me to scale up and down the resulting image from the center.
In the image I scaled up the SceneTexture using that parameter.

As you can see the SceneTexture that is being manipulated is using point sampling while it would probably look nicer if it used linear sampling.
So my question is: Is it possible to change how the SceneTexture is being sampled?
Preferably without modifying engine code but if that’s the only way then so be it.

Thanks. :slight_smile: