Hi I’m working on rendering plugin for UE.
I do render using GetRendererModule().RegisterPostOpaqueRenderDelegate
I write to bound color buffer and depth buffer. However motion blur and temporal AA are distorting what I have rendered.
I have read through the shaders and source code and I can see that it happens because there is different value for different depth in velocity. That makes sense that my shader does not write to it.
I dont know any reasonable solution right now, Im not that experienced with UE. I have couple ideas/questions
- Can I bind velocity render target in C++ so I can render to it in my native code in the plugin Im writing?
- Can I write post processing shader that writes to velocity?
- Anything else?
This is the video of the problem: