How can I use two camera captures in a single post-process shader?
First time posting though I think this is the proper section for this question but bear with me otherwise.
A bit more information:
I created a simple fragment shader (https://www.shadertoy.com/view/MdcXD4) that does a transition between two textures/channels for a first person teleportation effect.
Can Unreal take a screen capture from two camera actors and pipeline it to a post-process material or an actual HLSL shader to render on the players screen? Initially, I wanted to swap between only two cameras but a third (in which it would be the player actor) may be required.
I know in OpenGL it would take a single pass and two shaders, One to get the textureBuffer (twice as there are two camera's) and One to do the effect but I don't think Unreal opens that accessibility.
asked Mar 30 '16 at 06:51 PM in Rendering
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