PostprocessInput0 Filtering does not work
I'm sampling PostprocessInput0 texture in the custom node like this
uv is distorted to achieve some special effect. But PostprocessInput0Sampler is always Point, even if I check "Filtered" in the graph. This gives pixelated output.
To overcome this I created separate 1x1 texture and set its filtering to Bi-linear in the texture editor. Then in the Custom node I sample PostprocessInput0 like this
where Material.Texture2D_0Sampler corresponds to the 1x1 texture above. This way I get correct bilinear filtering on scene texture.
Please fix this.
Version: UE 4.7.2 from the installer.
asked Mar 10 '15 at 08:27 PM in Bug Reports
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answered Mar 25 '15 at 07:47 PM
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