Hey, I need to access some channels that are not included on the "SceneTexture" node for a post process material. I am trying to get my material AO, that is there but seems to be disabled, and emissive texture. Does anyone knows of a solution for that?
I found a post on the unreal forum where someone suggest to mess with the shader's code, and make so the specular is always 0,5 no matter what texture you feed him, that way you can plug any texture you want in to the specular and use the "SceneTexture" to access it.
The problem with that solution is 1: I can find that post anymore, lol
2: I am using specular information.
thanks!
edit: the reason I am doing that is that I need to map a global noise texture to my meshes trough post processing, but that texture can not move with the camera, so it need to be mapped to the meshes, the emissive channel is more like example, since maybe if I can access emissive I might be able to access any other map, including custom ones.
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But I need to access it trough post processing.
Now the challenge will be get the noise looking the way I want without adding crazy number of instructions. I hope one day they add a custom channel where you can use your own textures.
I was assuming that everything created on the PP material would be attached to the camera somehow, that is why I wanted to get the information from the meshes material
The downside to doing this in post is that you won't be able to feed the noise back into materials for masking etc. - why is why I've opted to do it in a standard material for my own project.