How do I get light/shadow buffer?
I'm trying to get light and shadow buffer for my post process material, but I couldn't find it anywhere. I thought that everything in UE is deferred lighting, so technically these thing should exist right?
If so, how do I get them in materiel's blueprint?
asked Oct 22 '14 at 02:05 AM in Rendering
Hey KillerPenguin -
Allow me to paraphrase from one of our Graphics and Rendering Engineers:
Rendering is done in many passes and sometimes we have intermediate buffers we can give access e.g. GBuffers. Lighting (like the viewmode) doesn't exist as intermediate - it's created by a modified pixel shader which fades the base color to grey. This costs some shader instructions and is editor only (when shipping a game this will not be in the shader). So you have to render the scene twice to get this buffer plus normal lighting. We also cannot apply the base color later because the lighting components cannot be combines like this (for correct fresnel and special shading models). You could go into the code and add an additional render GBuffer that pulls the lighting separately and exposes it as a Scene Texture for Post Process Material work but it would as mentioned above add a whole second rendering and would most certainly cause issues with certain shading models.
answered Oct 22 '14 at 09:53 PM
Lovecraft_K ♦♦ STAFF
this is My Access GBuffer, maybe you can get something
this is MyCode:
Two ways with Access the data to view:
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