PostProcessing graph

I’ve got one suggestion for the postprocessing pipeline. It would be nice to have the ability to create graphs of post processing materials inside post processing volume (not just having linear one by one ordered call of blendables). Here’s simple image explaining what I mean
It would be extremely useful when creating post effects. Current system is very inflexible and inefficient because all we can do is to feed the previous result into current blendable material… I’m not insisting on having actual graph, but the ability to specify this in some panel would be nice! Also size and surface format of the node should be changeable or this will be limited again.

If this explanation is unclear, feel free to ask and I’ll try to elaborate :slight_smile:

Am I the only who is working with post processing? :rolleyes: The problem still exists. For example, I’m stuck with implementing separable Gaussian blur via blendables. Once horizontal pass is done the original unblurred data is lost and I’m not able to do fade in/out in the vertical pass… Please Epic give us the ability to route postprocessing material output to additional render targets, so we can build graphs of postprocessing shaders!