Thermal vision for Forward Rendering?

Challenge: Cube is in the scene. Cube has texture A for player camera, and texture B for SceneCaptureComponent2D.

I normally achieve this via a post process material that uses custom depth. Custom depth is not supported in forward rendering.

The only solution I can think of is to have different materials show for different cameras. I don’t know if this is possible.

There are nodes that can grab a value from postprocess of camera(like GetambientCubemapIntensity)
which you can hijack and set it 1 on camera and 0 on Scene Capture camera and then use an if statement to switch textures based on passed floats!(its just an theory there is high probability its gonna fail but give it an try!).