I’m struggling to build the anaglyph post-process effect. I tried to follow this tutorial by Maico G., I got my cameras and render targets setup, but I have no clue how to make a post-process effect.
Meanwhile I’m getting what seems to be merged Red and Green channels… I honestly have no idea what happens there, if anything I would expect mostly white with shifted red and cyan, or simply greyscale image, but not yellow. If someone could explain me what happened - I’d appreciate, though still the more important matter is:
I also add a 2 vector with a smallish value to a texture coord node and plug that into one of my Scene Textures, that adjusts the offset of the effect.
Sadly it did not took long and I’m stuck once again.
Previously I used 2 cameras for 2 eyes, but this ends up rendering the scene 3 times - for eyes + main camera. So I went to optimize it, by using SceneTexture:PostProcessInput0 as a left eye and a Scene Capture Component 2D as a right eye.
However for some odd reason they are badly misaligned:
It looks like something very obscure, so just in case - you can download my test project here (on play use mouse to look around, WSAD to move, G to relocate AnaglyphRight scene capture backwards (-10 on X axis), blueprint is called FlyaroundCam )