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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.

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asked Mar 30 '16 at 06:51 PM in Rendering

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AspiringDev_CA
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avatar image Jacky Mar 30 '16 at 06:57 PM

You can try something like this:

https://forums.unrealengine.com/showthread.php?76477-Mini-Tutorial-Camera-Crossfade

You would need to use an If node instead of Lerp for that kind of transition effect though i think.

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