How would I add refraction to a post-process Blendable?
I am trying to add some glitchiness to my night vision post processing, but I am unsure of how to get refraction in a post-processing material.
Any assistance would be greatly appreciated!
An easy way would be to use some mask in a post-process to only affect some parts of the view where you can simply offset the SceneColor with some new coordinates.
A more complex effect can be done by only shifting a specific RGB channel, like done in remember me. A bit explained here by Remember Me developers :
These particles makes use of a set of three simple shaders based on reading a resolved backbuffer with distorted and/or offset texture coordinates. By using offset, glitch and chromatic aberration we tried to reproduce block corruption as seen in JPEG/MPEG-based compression
answered Mar 11 '14 at 04:32 AM
ue4-archive ♦♦ STAFF
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