How to render scene to custom UV space on a texture
I have a world in which each rendered object is assigned a remapped UV space on a large texture. I want to be able to write a custom color to this texture on the remapped UV coordinates at the pixel level so that, at render time, the main material can sample it and determine whether to output one color or another.
I've looked into several resources regarding material inputs, shader development, compute shaders, etc. and found nothing that simply lets me output a color to a custom texture at a custom UV at the pixel level.
Can anyone help?
asked Jul 06 '16 at 05:11 PM in Rendering
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