I note from the Post Process Materials documentation page “UV in the PostProcessMaterial might not be in 0…1 range”.
I want to sample the full screen render texture captured from my screen capture 2D in a post process material. This works perfectly if I run a build but not when I am running in the editor (I only get about 1/4 of the full image).
Running a build every time I tweak anything is not a great workflow. Could you provide any advice on what affects the range my UVs come back in when running in the editor so that I can attempt to compensate by tiling my uvs (or something similar) and get back some sort of productivity?
I’ve attached a screen grab of my (very simple) post process material and what the game looks like when running in the editor.
Regards,
Phil