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:
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.
Issue was solved by moving second pass PostProcess (blur) from Volume to Pawn Camera, now it seems to work for some reason.
answered Jan 15 '16 at 11:12 AM
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