Thanks for ! I’m trying to figure out how some of the magic works. Can you elaborate on how the RenderTargets work in the pipeline?
- At which stage of the pipeline are you inserting demo shader?
- How can I set the render target to be the camera’s color buffer (and other buffers)? (so I can have a fullscreen effect at a certain stage of the pipeline)
ReplacingCurrentTexturewithFSceneRenderTargets.GetSceneColor()->GetRenderTargetItem().TargetableTexture;I don’t see the screen changing at all, theDrawPrimitiveUPis still somehow writing to some hidden render target texture.
If you’re having trouble porting it to the latest version, check out the existing Forks of project, a few others have already ported it: https://github.com//UE4ShaderPluginDemo/network