[Bug]:Different result with constant vs parameter (in postprocess mat)
I was recreating simple posterization postprocessing shader (http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/) and bumped into this strange bug (or possibly I'm doing something wrong) - when I use a simple constant, all looks ok, but when change the constant to parameter, result changes, the whole scene becomes much brighter.
Here is the simple shader network: This setup renders the final image too bright. But as soon as I use the constant (unused constant with 8 in the picture), picture is darker.
asked Mar 11 '14 at 01:48 AM in Bug Reports
ue4-archive ♦♦ STAFF
Thank you again for your patience, I was able to reproduce this issue in our main branch and have created a report for the bug. It has been assigned to a developer, who will resolve the error. Please let us know if you discover a work around in the meantime, as it may help other users until a resolution can be integrated.
Could you upload your material to drop box, using the migrate method (right click), so that any linked references are sent to?
You can migrate to a folder on your desktop and then zip it and upload (just click past the this is not a content folder message) :)
You are adding this as a Blendable on your main post process volume?
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