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Need to find equivalent code for Deferred Rendering as I have found for Forward Rendering

Hey all, need some of your grand knowledge to be bestowed upon me for this next question. I am currently working with some interesting stuff that Tom Looman found/used in his Disney Facilier effect forum post, which you can see here:

http://www.tomlooman.com/disneyfaciliershadow/

What i need to find, however, is the equivalent of some code that he used, but able to be used in deferred rendering.

The code he used is " return Square(Texture2DSampleLevel(LightAttenuationTexture, LightAttenuationTextureSampler, UV, 0)); " which is found in the engine’s shader folder at …/4.14/Engine/Shaders/Common.usf and contains the function GetPerPixelLightAttenuation(float2 UV);

The problem with that, however, is that the code only works with forward rendering enabled. I don't really understand or know the difference between forward and deferred rendering, but I have heard that deferred is more versatile/better/less limited and I would really like to not cripple my project right from the get go. So if anyone knows how to get the equivalent of that code to work with deferred rendering, I would be very appreciative.

For reference, when plugging the output of that code (when used in a custom node) into the emissive of a material, the output is the image below: alt text

Product Version: UE 4.15
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asked Apr 10 '17 at 08:41 PM in Rendering

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Knobbynobbes
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avatar image ullmatta Jan 12 '19 at 12:16 PM

I'm really looking for this thing too!

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There is no equivalent code, since deferred works differently.

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answered Jan 13 '19 at 05:33 PM

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Deathrey
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