Question about multi-pass Post Process without Global Shader

Hi,

I’m currently working on a project and I’m curious to know if it’s possible to implement a multi-pass post-process without utilizing a global shader. My goal is to use the output from one post-process material as an input for the next material in the pipeline.

Is this achievable? If so, any tips or examples would be greatly appreciated.

Thank you for your help!

it’s ill advised to do a second full screenpass. under normal conditions you should merge it into one shader. you still get 2 passes. just in one shader.

you only do multiple passes if you have a large sample kernel. where you should do a horizontal and vertical shader to avoid to much gpu cache clutter.

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Thanks for the answer!

I’m facing a situation where the first pass involves sampling surrounding pixels for computation, and the next pass requires blurring the results.
I attempted merging the blur into the first pass, but it’s too resource-intensive. Any suggestions?