# Rendering Transparent Objects into RenderTarget by using shader

**URL:** <https://forums.unrealengine.com/t/rendering-transparent-objects-into-rendertarget-by-using-shader/2015807>\
**Category:** Rendering\
**Tags:** rendertarget, Render, unreal-engine, CPP, question\
**Created:** [September 11, 2024, 8:35am UTC](https://forums.unrealengine.com/t/rendering-transparent-objects-into-rendertarget-by-using-shader/2015807 "2024-09-11T08:35:11Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Nick24\_3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nick24\_3](https://forums.unrealengine.com/u/Nick24_3)\
**Post date:** [September 11, 2024, 8:35am UTC](https://forums.unrealengine.com/t/rendering-transparent-objects-into-rendertarget-by-using-shader/2015807/1 "2024-09-11T08:35:11Z")

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What I want to accomplish is to render only any transparent objects in the scene without any postprocessing effect applied.

I’ve created a Custom Camera Actor with SceneCaptureComponent2D and RenderTargetTexture, and maybe ready to go.

Then, with SceneCaptureComponent2D, I’ve made the SceneViewExtension, such that I can attach my custom shader to it. One of the examples I used is [Global shaders in Unreal without engine modification - Caius' Blog](https://itscai.us/blog/post/ue-view-extensions/), but how would I be able to tell in the shader whether the object has transparent or translucent materials?
