Using Multiple PostProcess Material Sequentially

Hello everyone, I’m trying to create some post processing effect. this effect need several pass to render.

First calculate eigenvector and blur it twice, and apply kuwahara filter. This process need to be sequential, can’t blend or calculate it in one post process material.

Above picture is a code from Unity. And it use RenderTexture.GetTemporary() function to create a sequential pass of PostProcess. How can I able to achieve this in Unreal Engine?

Reply by me, You can create custom Render Pass with Subsystem and SceneViewExtension. I implemented Anistrophic Kuwahara Filter in this way.