Shadow catcher, possible ? Oo

Excuse me, but i was a bit too fast to say that the clipping of the SceneCapture is working… It works fine, as long as I don’t rotate Planes and SceneCapture (roll is ok, but not pitch and yaw). I update the Clip Plane Normal to the Forward Vector of my Capture Component before the capturing. Thats working, but I don’t understand the Clip Plane Base values. My first thought was, to use the ShadowCatcherPlane location, but that’s not working…

However, independent of that problem the FPS count is still problematic by using a SceneCapture, it’s a pity, that the masking of the visibility comes at the end. So the clip plane is more to understand as a masking than a real clipping?

So maybe i should take a look back to the approach of the material from the Augmented Unreality plugin?
It aligns the UV’s of the texture, so it matches with the Image Plate. Activating this, costs only 1-2 FPS:

Material:

ScreenAlignedUVsFixed:

The problem is, that the material is a normal DefaultLit one and so it’s influenced by the intensity of the Directional Light. So with the “wrong” intensity the plane is visible…:

Also i have to calculate the normal of the material per Tick, so the reflection intensity keeps steady in case of rotations. I subtract the directional light forward vector from the ShadowPlane up vector and normalize it. It works, but not perfect at extrem rotations…
It would be nice, if there would be an Unlit Shading Model (or translucent blend mode), which still receives shadows (I know, it’s a contradiction)…

So i will take a deeper look into adding a custom shading model (this is the only tutorial i found about this yet).
Sorry, if i write too detailed about all this, but maybe it helps other users as kind of a tutorial…

Here is the line about the CaptureCommand from the Log:
[2017.10.20-11.51.19:896][703]LogStats: 68.182ms ( 2) - CaptureCommand - STATGROUP_RenderThreadCommands - STATCAT_Advanced