I’m wanting to create a custom 24/32-bit GBuffer pass or scene texture, allowing me to render to an RGB/RGBA texture from materials, and use it in solely in post process.
I found a similar question here, but no answer was given:
What would be the best way to approach this?
Thanks!
Edit: I’ve found the custom depth pass in FSceneRenderer::RenderCustomDepthPass() and it looks like I could do something very similar, with a few different flags and replacing FCustomDepthPrimSet::DrawPrims() with a function appropriate to what I would like to achieve? Would this be a good approach?
One thing I may want to do is to render objects that may potentially be obscured by other geometry; would primitives / geometry already be culled in this step, or is this still viable?
I was already quite aware of the custom depth buffer - what I wanted to know was best practices for how to implement a new buffer, one that can be drawn to via the material system, then used in post processing. This problem was solved and the game I was working on at the time has since shipped (it’s been nearly 18 months since the question was asked after all), but I still wouldn’t mind getting some a decent answer on this one to be honest.
I am looking for something similar and I have found your question, so while I don’t have an answer, I’ll add these links here for anyone following the same path.
I’m currently trying to solve this problem myself, and I think I’m almost there… I have a chronicle on the forum for anyone interested or for anyone who would like to help me out