Thanks @BananableOffense, that is a good example.
I might have a spare buffer I could use. I use the Anisotropy channel in a similar method for something else, just didn’t occur to me to do it for this. If I do not have a spare buffer, is there a way to pipe it out to a render target without C++. Like directly from the material? The only methods I know of would require baked data or a scene capture, scene captures in my tests are expensive and a frame or two behind, and baked data is not suitable because players can change the location of objects.
Thanks, I have seen that it is not affecting the glass already, I’m hoping it will not be noticeable, or I will fake it.