Hi,
I’m trying to create a Light Function that will create a quadrilateral shape so that the light only casts in the specific space I want it to. Thing is, this effect will be used very frequently and the shape will be slightly different each time, so I’d rather not have to make a vast number of texture masks for each instance.
I would like to create a render target that takes in 4 points (as Vec3) in world space that are defined by Target Points or some other scene actors and fills in the space contained between them. Based on the render target heightmap gun tutorial, it seems that it’s possible to essentially generate a dynamic mask (that, in the tutorial, effects world position offset), but my application is just different enough that I can’t quite get it to work.
Is it possible to use render targets to create a dynamic emissive mask like this? If so, any advice on how to go about doing it?
Thanks!