Render Target for Outline with Blur

Recently I started to upgrade effects of background in game I am working on. And I wanted to create ‘light’ effect on horizon.

Outline itself came out awesome but now there is an issue with blur pass (I am using kernel for outline and blur). First pass is rendering outline texture to the RenderTarget from SceneCapture2D (using PostProcess blendables + LDR + capture every frame) and second pass is coming from PostProcessVolume (global) which takes the Outline texture, applies blur and mixes is with SceneTexture:PPInput0 but as soon as I do that I get black screen.

I tried playing with setting that other ppl suggested but:

  • Disabling Capture Every Frame and
    calling Content Update makes
    RenderTarget work but without
    Blendables (no Outline it just makes
    texture ‘darker’)
  • Disabling Compositing in RenderTarget
    is not helping in any case
  • Changing Blendable positions does not
    work (Outline pass before Tone and
    blur After)

Is there any other way to save Outline texture and pass it to another post process so it can blur only outline?
Or do you have other ideas how to achieve this effect?

I am using 4.10.

Hello vebski,

If you would provide screenshots of how you have your outline and blur setup through kernel. Also, if you would post screenshots of your PostProcesses.

You can code another pass to be drawn when rendering after the initial Post Process. This is one way to achieve what you want. The other is to work with a custom depth in order to render the Outline texture.

Issue was solved by moving second pass PostProcess (blur) from Volume to Pawn Camera, now it seems to work for some reason.