I want to ask what is a best way to do custom postprocessing in UE4.
What I want to do (I’m from unity world - that’s why I ask how to do it in UE4-way):
- Get scene texture (after all the solid objects are drawn, BEFORE tonemapping/transparent objects) and mask (co called ‘custom depth’ in UE4)
- Create new rendertarget (half the resolution of screen) and output white pixel to it if the masked object is visible (custom depth >= scene depth I assume) and black if not
- Downsample the original scene color x2 and place the values computed in #2 in alpha
- Using texture created in #3 as an input launch some fancy pixel shader kernel to do some calculations (realy need to launch it few times in ping-pong manner)
5] Use this calculated texture to blend-in some effects into scene texture.
Is there an easy way to do this in UE4 (without modifying engine source) ? Or the only way is to play with FPostProcessing class ?