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Render Passes

Hey,
even though I almost completely ruled it out, are there in any way Render Passes while using the Material Editor, as there are in common shader languages?

Would be pretty helpful with achieving custom postprocesses, such as Dynamic Tonemapping / SSAO.
Access to storing the current pass in a render target is quite essential for that.


Any dirty workarounds are appreciated as well.
Thanks in advance.

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