I was trying to find a way of reading the reflection capture in a post processing shader, but failed to find any information about it. Is there a way to do it ?
Background:
I’m writing a special cartoon PP shader that tints all Fresnel values (in all directions) in any level area with the color of the surroundings of that particular area -> kind of global illumination applied only to Fresnel. I know I can sample the frame buffer (pp-input-0) for the visible hemisphere and build an illumination average, but that approach would be too costly (16 samples per pixel every frame etc…) and also inaccurate since dependent on the visible frustum only. Also, tracing rays is also something I want to avoid due to high cost - thinking of mobile and old consoles.
What I would love to do is just access the reflection cube-map in mipmap level max and use it for color tinting the Fresnel. But I cannot find how to access any reflection information in a post processing shader. There is also a screen space global illumination setting in UE4 so there has to be a way to access illumination maps in post processing.
Does anyone have an idea please?